public StructureChronoOrderGenerator(Actor self, StructureChronoInfo info) { var world = self.World; this.self = self; this.info = info; buildingInfo = self.Info.TraitInfo <BuildingInfo>(); //BuildableInfo buildableInfo = self.Info.TraitInfo<BuildableInfo>(); //faction = buildableInfo.ForceFaction // ?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName); var map = world.Map; var tileset = world.Map.Tileset.ToLowerInvariant(); buildOk = map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0); buildBlocked = map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0); this.building = self.Info.Name; // name in the rules definition }
public StructureChrono(StructureChronoInfo info) { Info = info; }