Production = { } Production.BuildWithSharedQueue = function(player, unit, amount) Internal.BuildWithSharedQueue(player, unit, amount or 1) end Production.BuildWithPerFactoryQueue = function(factory, unit, amount) Internal.BuildWithPerFactoryQueue(factory, unit, amount or 1) end Production.SharedQueueIsBusy = function(player, category) return Internal.SharedQueueIsBusy(player, category) end Production.PerFactoryQueueIsBusy = function(factory) return Internal.PerFactoryQueueIsBusy(factory) end Production.SetRallyPoint = function(factory, location) local srp = Actor.Trait(factory, "RallyPoint") if srp ~= nil then srp.rallyPoint = location.Location end end Production.SetPrimaryBuilding = function(factory) local pb = Actor.TraitOrDefault(factory, "PrimaryBuilding") if pb ~= nil then pb:SetPrimaryProducer(factory, true) end end