remove the overly complicated configurable MCV actor name hack
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@@ -734,13 +734,6 @@ namespace OpenRA.Mods.RA.AI
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{
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{
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var maxBaseDistance = Math.Max(world.Map.MapSize.X, world.Map.MapSize.Y);
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var maxBaseDistance = Math.Max(world.Map.MapSize.X, world.Map.MapSize.Y);
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// HACK: Assumes all MCVs deploy into the same construction yard footprint
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var mcvInfo = GetUnitInfoByCommonName("Mcv", p);
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if (mcvInfo == null)
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return;
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var factType = mcvInfo.Traits.Get<TransformsInfo>().IntoActor;
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// HACK: This needs to query against MCVs directly
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// HACK: This needs to query against MCVs directly
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var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
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var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
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if (!mcvs.Any())
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if (!mcvs.Any())
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@@ -751,6 +744,7 @@ namespace OpenRA.Mods.RA.AI
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if (mcv.IsMoving())
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if (mcv.IsMoving())
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continue;
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continue;
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var factType = mcv.Info.Traits.Get<TransformsInfo>().IntoActor;
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var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
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var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
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if (desiredLocation == null)
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if (desiredLocation == null)
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continue;
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continue;
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