bool ValidTransitionCell(CPos cell, SubterraneanLocomotorInfo sli) { var terrainType = map.GetTerrainInfo(cell).Type; if (!sli.SubterraneanTransitionTerrainTypes.Contains(terrainType) && sli.SubterraneanTransitionTerrainTypes.Any()) { return(false); } if (sli.SubterraneanTransitionOnRamps) { return(true); } return(map.Ramp[cell] == 0); }
public SubterraneanLocomotor(Actor self, SubterraneanLocomotorInfo info) : base(self, info) { }