public Shroud(Actor self, ShroudInfo info) { this.self = self; this.info = info; map = self.World.Map; passiveVisibleCount = new ProjectedCellLayer <short>(map); visibleCount = new ProjectedCellLayer <short>(map); generatedShroudCount = new ProjectedCellLayer <short>(map); explored = new ProjectedCellLayer <bool>(map); touched = new ProjectedCellLayer <bool>(map); // Defaults to 0 = Shroud resolvedType = new ProjectedCellLayer <ShroudCellType>(map); }