Make a bit more sense of FindAndDeployMcv.
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@@ -388,7 +388,7 @@ namespace OpenRA.Mods.RA.AI
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ticks++;
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if (ticks == 1)
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DeployMcv(self);
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InitializeBase(self);
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if (ticks % feedbackTime == 0)
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ProductionUnits(self);
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@@ -532,7 +532,7 @@ namespace OpenRA.Mods.RA.AI
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GiveOrdersToIdleHarvesters();
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FindNewUnits(self);
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CreateAttackForce();
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FindAndDeployMcv(self);
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FindAndDeployBackupMcv(self);
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}
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void GiveOrdersToIdleHarvesters()
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@@ -694,7 +694,7 @@ namespace OpenRA.Mods.RA.AI
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return possibleRallyPoints.Random(random);
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}
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void DeployMcv(Actor self)
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void InitializeBase(Actor self)
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{
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// Find and deploy our mcv
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var mcv = self.World.Actors
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@@ -706,6 +706,7 @@ namespace OpenRA.Mods.RA.AI
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defenseCenter = baseCenter;
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// Don't transform the mcv if it is a fact
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// HACK: This needs to query against MCVs directly
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if (mcv.HasTrait<Mobile>())
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world.IssueOrder(new Order("DeployTransform", mcv, false));
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}
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@@ -713,28 +714,36 @@ namespace OpenRA.Mods.RA.AI
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BotDebug("AI: Can't find BaseBuildUnit.");
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}
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void FindAndDeployMcv(Actor self)
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// Find any newly constructed MCVs and deploy them at a sensible
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// backup location within the main base.
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void FindAndDeployBackupMcv(Actor self)
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{
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var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>()).ToArray();
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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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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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return;
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else
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foreach (var mcv in mcvs)
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if (mcv != null)
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//Don't transform the mcv if it is a fact
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if (mcv.HasTrait<Mobile>())
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{
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if (mcv.IsMoving()) return;
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var maxBaseDistance = world.Map.MapSize.X > world.Map.MapSize.Y ? world.Map.MapSize.X : world.Map.MapSize.Y;
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ActorInfo aInfo = GetUnitInfoByCommonName("Mcv",p);
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if (aInfo == null) return;
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string intoActor = aInfo.Traits.Get<TransformsInfo>().IntoActor;
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var desiredLocation = ChooseBuildLocation(intoActor, false, maxBaseDistance, BuildingType.Building);
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if (desiredLocation == null)
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return;
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world.IssueOrder(new Order("Move", mcv, false) { TargetLocation = desiredLocation.Value });
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world.IssueOrder(new Order("DeployTransform", mcv, false));
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}
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foreach (var mcv in mcvs)
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{
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if (mcv.IsMoving())
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continue;
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var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
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if (desiredLocation == null)
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continue;
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world.IssueOrder(new Order("Move", mcv, false) { TargetLocation = desiredLocation.Value });
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world.IssueOrder(new Order("DeployTransform", mcv, false));
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}
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}
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void TryToUseSupportPower(Actor self)
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