Make sure AI can deploy an MCV when it lacks a base.
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@@ -964,8 +964,12 @@ namespace OpenRA.Mods.Common.AI
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if (!mcv.IsIdle)
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if (!mcv.IsIdle)
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continue;
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continue;
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// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
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var restrictToBase =
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Info.RestrictMCVDeploymentFallbackToBase &&
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CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0;
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var factType = mcv.Info.TraitInfo<TransformsInfo>().IntoActor;
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var factType = mcv.Info.TraitInfo<TransformsInfo>().IntoActor;
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var desiredLocation = ChooseBuildLocation(factType, Info.RestrictMCVDeploymentFallbackToBase, BuildingType.Building);
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var desiredLocation = ChooseBuildLocation(factType, restrictToBase, 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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