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)
 {
 }