NotifyBecomingIdle is only notified at the first idle tick, so `countdown` is not set when TickIdle checks it at first game tick. Therefore, we let TickIdle return early at first game tick to avoid that.
Rather than simply taking the first valid armament, regardless of available ammo and regardless of which valid armament has the highest range, the attack cursor is now chosen a) by whether the armament has ammo and b) by which valid armament has the highest range.
They now return if all weapons are invalid (which includes those that are otherwise valid, but out of ammo) and at least one AmmoPool needs reloading at RearmBuilding.
This should prevent attacking helicopters (or other actors) staying at the range to target of a weapon that is out of ammo and needs manual reloading at a RearmBuilding or via upgrades.
For example, to place actors with changed footprint correctly.
Use it to ensure correct positioning of several RA and TD structures as well as TD tiberium trees.
While the general idea of AIs building distant secondary bases might be tempting, in reality the AI would way too often send the MCV close to some enemy base, wasting the cash and potentially increased build speed/additional build queue.
Deploying MCVs close to the existing base ensures that the AI will actually have some benefit from building an MCV.
Checking for IsMoving is a flawed approach no matter how you look at it. The MCV might just have temporarily stopped due to an obstacle, or about to be deployed.
Checking for IsIdle instead ensures that the MCV really isn't already in the process of doing something.
Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like Obelisks, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.
Barracks art is now more centered and aligned with allied tent. Airfield is now more centered, which also makes the custom spawn position obsolete and fixes the misalignment between spawn and landing position.
This is also done to reduce misalignment between art and footprint-sized hit shapes that will follow later.
Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like tesla coils, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.