/// <summary> /// Grabs a new currentOrderPosition and updates the toils with it /// </summary> private void UpdateOrderPosition() { currentOrderPosition = deployedMilitaryCommandMenu.currentOrderPositionDic[squad]; lordToil_DefendPoint.SetDefendPoint(deployedMilitaryCommandMenu.currentOrderPositionDic[squad]); lordToil_HuntEnemies = new LordToil_HuntEnemies(deployedMilitaryCommandMenu.currentOrderPositionDic[squad]); //((LordToilData_HuntEnemies)lordToil_HuntEnemies.data).fallbackLocation = deployedMilitaryCommandMenu.currentOrderPositionDic[squad]; lord.CurLordToil.UpdateAllDuties(); }
/// <summary> /// Initializes some variables after loading is complete or when the deployment is first started /// </summary> private void Init() { deployedMilitaryCommandMenu = new DeployedMilitaryCommandMenu(); if (!Find.WindowStack.IsOpen(typeof(DeployedMilitaryCommandMenu))) { Find.WindowStack.Add(deployedMilitaryCommandMenu); } else { deployedMilitaryCommandMenu = (DeployedMilitaryCommandMenu)Find.WindowStack.Windows.First(window => window.GetType() == typeof(DeployedMilitaryCommandMenu)); } deployedMilitaryCommandMenu.squadMilitaryOrderDic.SetOrAdd(squad, currentOrder); deployedMilitaryCommandMenu.currentOrderPositionDic[squad] = currentOrderPosition; lordToil_DefendPoint = new LordToil_DefendPoint(currentOrderPosition); lordToil_HuntEnemies = new LordToil_HuntEnemies(currentOrderPosition); }