More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer can observe, removing the need to explicitly twiddle a dirty flag between objects. Shroud disabling is now done via RenderPlayer, so enabling the cheat or winning/losing will now give vis equivalent to an observer.
This commit is contained in:
@@ -18,14 +18,10 @@ namespace OpenRA.Graphics
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Map map;
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Sprite[] shadowBits = Game.modData.SpriteLoader.LoadAllSprites("shadow");
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Sprite[,] sprites, fogSprites;
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int shroudHash;
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public ShroudRenderer(World world)
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{
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this.map = world.Map;
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sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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}
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bool initializePalettes = true;
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PaletteReference fogPalette, shroudPalette;
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static readonly byte[][] SpecialShroudTiles =
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{
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@@ -47,6 +43,17 @@ namespace OpenRA.Graphics
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new byte[] { 46 },
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};
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public ShroudRenderer(World world)
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{
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this.map = world.Map;
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sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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// Force update on first render
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shroudHash = -1;
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}
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Sprite ChooseShroud(Shroud s, int i, int j)
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{
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if (!s.IsExplored(i, j))
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@@ -96,9 +103,50 @@ namespace OpenRA.Graphics
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return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
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}
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bool initializePalettes = true;
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PaletteReference fogPalette, shroudPalette;
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internal void Draw(WorldRenderer wr, Player renderPlayer)
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void GenerateSprites(Shroud shroud)
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{
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var hash = shroud != null ? shroud.Hash : 0;
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if (shroudHash == hash)
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return;
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shroudHash = hash;
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if (shroud == null)
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{
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// Players with no shroud see the whole map so we only need to set the edges
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var b = map.Bounds;
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for (int i = b.Left; i < b.Right; i++)
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for (int j = b.Top; j < b.Bottom; j++)
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{
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var v = 0;
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var u = 0;
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if (j == b.Top) { v |= 1; u |= 3; }
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if (i == b.Right - 1) { v |= 2; u |= 6; }
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if (j == b.Bottom - 1) { v |= 4; u |= 12; }
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if (i == b.Left) { v |= 8; u |= 9; }
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var uSides = u;
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if (i == b.Left && j == b.Top) u |= 1;
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if (i == b.Right - 1 && j == b.Top) u |= 2;
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if (i == b.Right - 1 && j == b.Bottom - 1) u |= 4;
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if (i == b.Left && j == b.Bottom - 1) u |= 8;
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sprites[i, j] = fogSprites[i, j] = shadowBits[SpecialShroudTiles[u ^ uSides][v]];
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}
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}
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else
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{
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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sprites[i, j] = ChooseShroud(shroud, i, j);
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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fogSprites[i, j] = ChooseFog(shroud, i, j);
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}
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}
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internal void Draw(WorldRenderer wr, Shroud shroud)
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{
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if (initializePalettes)
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{
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@@ -107,42 +155,8 @@ namespace OpenRA.Graphics
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initializePalettes = false;
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}
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if (renderPlayer == null)
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{
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// Players with no shroud see the whole map so we only need to set the edges
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var b = map.Bounds;
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for (int i = b.Left; i < b.Right; i++)
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for (int j = b.Top; j < b.Bottom; j++)
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{
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var v = 0;
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var u = 0;
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GenerateSprites(shroud);
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if (j == b.Top) { v |= 1; u |= 3; }
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if (i == b.Right - 1) { v |= 2; u |= 6; }
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if (j == b.Bottom - 1) { v |= 4; u |= 12; }
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if (i == b.Left) { v |= 8; u |= 9; }
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var uSides = u;
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if (i == b.Left && j == b.Top) u |= 1;
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if (i == b.Right - 1 && j == b.Top) u |= 2;
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if (i == b.Right - 1 && j == b.Bottom - 1) u |= 4;
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if (i == b.Left && j == b.Bottom - 1) u |= 8;
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sprites[i, j] = fogSprites[i, j] = shadowBits[SpecialShroudTiles[u ^ uSides][v]];
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}
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}
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else
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{
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renderPlayer.Shroud.dirty = false;
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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sprites[i, j] = ChooseShroud(renderPlayer.Shroud, i, j);
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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fogSprites[i, j] = ChooseFog(renderPlayer.Shroud, i, j);
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}
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var clipRect = Game.viewport.WorldBounds(wr.world);
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DrawShroud(wr, clipRect, sprites, shroudPalette);
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if (wr.world.WorldActor.HasTrait<Fog>())
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@@ -127,7 +127,8 @@ namespace OpenRA.Graphics
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(this, world);
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shroudRenderer.Draw(this, world.RenderPlayer);
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var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
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shroudRenderer.Draw(this, renderShroud);
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Game.Renderer.DisableScissor();
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foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
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@@ -77,7 +77,7 @@ namespace OpenRA
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}
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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Shroud = PlayerActor.Trait<Shroud>();
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Shroud.Owner = this;
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// Enable the bot logic on the host
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IsBot = botType != null;
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if (IsBot && Game.IsHost)
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@@ -32,29 +32,24 @@ namespace OpenRA.Traits
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public void Tick(Actor self)
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{
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// TODO: don't tick all the time.
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if(self.Owner == null) return;
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if (self.Owner == null)
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return;
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if (previousLocation != self.Location && v != null) {
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var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
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if (previousLocation != self.Location && v != null)
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{
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previousLocation = self.Location;
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var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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foreach (var shroud in shrouds)
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shroud.UnhideActor(self, v, Info.Range);
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}
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}
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if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) {
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var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
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foreach (var shroud in shrouds)
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shroud.HideActor(self, Info.Range);
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}
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}
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else {
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var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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else
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foreach (var shroud in shrouds)
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shroud.UnhideActor(self, v, Info.Range);
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}
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}
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v = new Shroud.ActorVisibility {
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vis = Shroud.GetVisOrigins(self).ToArray()
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@@ -81,7 +81,7 @@ namespace OpenRA.Traits
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case "DevShroudDisable":
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{
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DisableShroud ^= true;
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self.Owner.Shroud.Disabled = DisableShroud;
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self.World.RenderPlayer = DisableShroud ? null : self.Owner;
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break;
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}
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case "DevPathDebug":
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@@ -12,62 +12,70 @@ using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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public class ShroudInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new Shroud(init.world); }
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public object Create(ActorInitializer init) { return new Shroud(init.self); }
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}
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public class Shroud : ISync
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public class Shroud
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{
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Map map;
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Actor self;
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[Sync] public Player Owner;
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public int[,] visibleCells;
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public bool[,] exploredCells;
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public bool[,] foggedCells;
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public Rectangle? exploredBounds;
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bool disabled = false;
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public bool dirty = true;
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[Sync] public bool Disabled
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int[,] visibleCells;
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bool[,] exploredCells;
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bool[,] foggedCells;
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public Rectangle ExploredBounds { get; private set; }
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public int Hash { get; private set; }
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public Shroud(Actor self)
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{
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get { return disabled; }
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set { disabled = value; Dirty(); }
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}
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this.self = self;
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map = self.World.Map;
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public Rectangle? Bounds
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{
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get { return Disabled ? null : exploredBounds; }
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}
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public Action Dirty = () => { };
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public Shroud(World world)
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{
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map = world.Map;
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visibleCells = new int[map.MapSize.X, map.MapSize.Y];
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exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
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foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
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world.ActorAdded += AddActor;
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world.ActorRemoved += RemoveActor;
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Dirty += () => dirty = true;
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self.World.ActorAdded += AddActor;
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self.World.ActorRemoved += RemoveActor;
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}
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void Invalidate()
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{
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Hash = Sync.hash_player(self.Owner) + self.World.FrameNumber * 3;
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}
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// cache of positions that were added, so no matter what crazy trait code does, it
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// can't make us invalid.
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public class ActorVisibility { [Sync] public int range; [Sync] public CPos[] vis; }
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public class ActorVisibility
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{
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[Sync] public int range;
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[Sync] public CPos[] vis;
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}
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public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
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static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
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{
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var min = a - new CVec(r, r);
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var max = a + new CVec(r, r);
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if (min.X < world.Map.Bounds.Left - 1) min = new CPos(world.Map.Bounds.Left - 1, min.Y);
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if (min.Y < world.Map.Bounds.Top - 1) min = new CPos(min.X, world.Map.Bounds.Top - 1);
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if (max.X > world.Map.Bounds.Right) max = new CPos(world.Map.Bounds.Right, max.Y);
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if (max.Y > world.Map.Bounds.Bottom) max = new CPos(max.X, world.Map.Bounds.Bottom);
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if (min.X < world.Map.Bounds.Left - 1)
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min = new CPos(world.Map.Bounds.Left - 1, min.Y);
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if (min.Y < world.Map.Bounds.Top - 1)
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min = new CPos(min.X, world.Map.Bounds.Top - 1);
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if (max.X > world.Map.Bounds.Right)
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max = new CPos(world.Map.Bounds.Right, max.Y);
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if (max.Y > world.Map.Bounds.Bottom)
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max = new CPos(max.X, world.Map.Bounds.Bottom);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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@@ -77,13 +85,12 @@ namespace OpenRA.Traits
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public void AddActor(Actor a)
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{
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if (!a.HasTrait<RevealsShroud>()) return;
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if (a.Owner == null || Owner == null) return;
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if(a.Owner.Stances[Owner] != Stance.Ally) return;
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if (!a.HasTrait<RevealsShroud>() || !a.Owner.IsAlliedWith(self.Owner))
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return;
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ActorVisibility v = a.Sight;
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if (v.range == 0) return; // don't bother for things that can't see
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if (v.range == 0)
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return;
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foreach (var p in v.vis)
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{
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@@ -95,17 +102,16 @@ namespace OpenRA.Traits
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}
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var box = new Rectangle(p.X - v.range, p.Y - v.range, 2 * v.range + 1, 2 * v.range + 1);
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exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
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ExploredBounds = Rectangle.Union(ExploredBounds, box);
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}
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if (!Disabled)
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Dirty();
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Invalidate();
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}
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public void HideActor(Actor a, int range)
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{
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
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if (a.Owner.IsAlliedWith(self.Owner))
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return;
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var v = new ActorVisibility
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{
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@@ -116,34 +122,33 @@ namespace OpenRA.Traits
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foreach (var q in FindVisibleTiles(a.World, p, range))
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foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
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if (!Disabled)
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Dirty();
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Invalidate();
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}
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public void UnhideActor(Actor a, ActorVisibility v, int range) {
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
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if (v == null)
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public void UnhideActor(Actor a, ActorVisibility v, int range)
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{
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if (a.Owner.IsAlliedWith(self.Owner) || v == null)
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return;
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, range))
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foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
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if (!Disabled)
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Dirty();
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Invalidate();
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}
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public void MergeShroud(Shroud s) {
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
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public void MergeShroud(Shroud s)
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{
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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{
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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{
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if (s.exploredCells[i,j] == true)
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exploredCells[i, j] = true;
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if (s.foggedCells[i,j] == true)
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foggedCells[i, j] = true;
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}
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exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
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ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
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}
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}
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@@ -159,6 +164,7 @@ namespace OpenRA.Traits
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foreach (var a in toRemove)
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RemoveActor(a);
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}
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// Is now our ally; add unit vis
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if (newStance == Stance.Ally)
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foreach (var a in w.Actors.Where( a => a.Owner == player ))
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@@ -170,7 +176,8 @@ namespace OpenRA.Traits
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int seen = 0;
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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if(foggedCells[i, j]) seen++;
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if (foggedCells[i, j])
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seen++;
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return seen;
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}
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@@ -189,34 +196,33 @@ namespace OpenRA.Traits
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public void RemoveActor(Actor a)
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{
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if (!a.HasTrait<RevealsShroud>())return;
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if (a.Owner == null || Owner == null) return;
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ActorVisibility v = a.Sight;
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if(a.Owner.Stances[Owner] != Stance.Ally) {
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if (a.HasTrait<CreatesShroud>()) {
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if (!a.Owner.IsAlliedWith(self.Owner))
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{
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if (a.HasTrait<CreatesShroud>())
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, v.range))
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foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
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}
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return;
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}
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if (!a.HasTrait<RevealsShroud>())
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return;
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, v.range))
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--visibleCells[q.X, q.Y];
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if (!Disabled)
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Dirty();
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Invalidate();
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}
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public void UpdateActor(Actor a)
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{
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
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if (!a.Owner.IsAlliedWith(self.Owner))
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return;
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RemoveActor(a); AddActor(a);
|
||||
RemoveActor(a);
|
||||
AddActor(a);
|
||||
}
|
||||
|
||||
public void Explore(World world, CPos center, int range)
|
||||
@@ -227,10 +233,9 @@ namespace OpenRA.Traits
|
||||
}
|
||||
|
||||
var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
|
||||
exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
|
||||
ExploredBounds = Rectangle.Union(ExploredBounds, box);
|
||||
|
||||
if (!Disabled)
|
||||
Dirty();
|
||||
Invalidate();
|
||||
}
|
||||
|
||||
public void ExploreAll(World world)
|
||||
@@ -241,10 +246,9 @@ namespace OpenRA.Traits
|
||||
foggedCells[i, j] = true;
|
||||
}
|
||||
}
|
||||
exploredBounds = world.Map.Bounds;
|
||||
ExploredBounds = world.Map.Bounds;
|
||||
|
||||
if (!Disabled)
|
||||
Dirty();
|
||||
Invalidate();
|
||||
}
|
||||
|
||||
public void ResetExploration()
|
||||
@@ -257,8 +261,7 @@ namespace OpenRA.Traits
|
||||
for (var i = 0; i <= foggedCells.GetUpperBound(0); i++)
|
||||
foggedCells[i, j] = visibleCells[i, j] > 0;
|
||||
|
||||
if (!Disabled)
|
||||
Dirty();
|
||||
Invalidate();
|
||||
}
|
||||
|
||||
public bool IsExplored(CPos xy) { return IsExplored(xy.X, xy.Y); }
|
||||
@@ -267,26 +270,17 @@ namespace OpenRA.Traits
|
||||
if (!map.IsInMap(x, y))
|
||||
return false;
|
||||
|
||||
if (Disabled)
|
||||
return true;
|
||||
|
||||
return foggedCells[x,y];
|
||||
}
|
||||
|
||||
public bool IsExplored(Actor a)
|
||||
{
|
||||
if (Owner == null)
|
||||
return true;
|
||||
|
||||
return GetVisOrigins(a).Any(o => IsExplored(o));
|
||||
}
|
||||
|
||||
public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
|
||||
public bool IsVisible(int x, int y)
|
||||
{
|
||||
if (Disabled)
|
||||
return true;
|
||||
|
||||
// Visibility is allowed to extend beyond the map cordon so that
|
||||
// the fog tiles are not visible at the edge of the world
|
||||
if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
|
||||
@@ -298,15 +292,14 @@ namespace OpenRA.Traits
|
||||
// Actors are hidden under shroud, but not under fog by default
|
||||
public bool IsVisible(Actor a)
|
||||
{
|
||||
// I need to pass in the current shroud, otherwise we're just checking that true==true
|
||||
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
|
||||
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
|
||||
return false;
|
||||
|
||||
return Disabled || a.Owner.Stances[Owner] == Stance.Ally || IsExplored(a);
|
||||
return a.Owner.IsAlliedWith(self.Owner) || IsExplored(a);
|
||||
}
|
||||
|
||||
public bool IsTargetable(Actor a) {
|
||||
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
|
||||
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
|
||||
return false;
|
||||
|
||||
return GetVisOrigins(a).Any(o => IsVisible(o));
|
||||
|
||||
@@ -41,26 +41,24 @@ namespace OpenRA
|
||||
|
||||
public void AddPlayer(Player p) { Players.Add(p); }
|
||||
public Player LocalPlayer { get; private set; }
|
||||
public bool Observer { get { return LocalPlayer == null; } }
|
||||
|
||||
Player renderPlayer;
|
||||
public Player RenderPlayer
|
||||
public Player RenderPlayer;
|
||||
public bool FogObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(a); }
|
||||
public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
|
||||
public bool ShroudObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(a); }
|
||||
public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
|
||||
|
||||
public Rectangle? VisibleBounds
|
||||
{
|
||||
get { return renderPlayer; }
|
||||
set
|
||||
get
|
||||
{
|
||||
renderPlayer = value;
|
||||
if (renderPlayer != null)
|
||||
renderPlayer.Shroud.Dirty();
|
||||
if (RenderPlayer == null)
|
||||
return null;
|
||||
|
||||
return RenderPlayer.Shroud.ExploredBounds;
|
||||
}
|
||||
}
|
||||
|
||||
public Rectangle? VisibleBounds { get { return renderPlayer != null ? renderPlayer.Shroud.Bounds : null; } }
|
||||
public bool FogObscures(Actor a) { return renderPlayer != null && !renderPlayer.Shroud.IsVisible(a); }
|
||||
public bool FogObscures(CPos p) { return renderPlayer != null && !renderPlayer.Shroud.IsVisible(p); }
|
||||
public bool ShroudObscures(Actor a) { return renderPlayer != null && !renderPlayer.Shroud.IsExplored(a); }
|
||||
public bool ShroudObscures(CPos p) { return renderPlayer != null && !renderPlayer.Shroud.IsExplored(p); }
|
||||
|
||||
public void SetLocalPlayer(string pr)
|
||||
{
|
||||
if (orderManager.Connection is ReplayConnection)
|
||||
|
||||
@@ -62,9 +62,9 @@ namespace OpenRA.Mods.RA
|
||||
foreach (var a in self.World.Actors.Where(a => a.Owner == self.Owner))
|
||||
a.Kill(a);
|
||||
|
||||
self.Owner.Shroud.Disabled = true;
|
||||
if (self.Owner == self.World.LocalPlayer)
|
||||
{
|
||||
self.World.RenderPlayer = null;
|
||||
Game.RunAfterDelay(Info.NotificationDelay, () =>
|
||||
{
|
||||
if (Game.IsCurrentWorld(self.World))
|
||||
@@ -79,9 +79,9 @@ namespace OpenRA.Mods.RA
|
||||
self.Owner.WinState = WinState.Won;
|
||||
|
||||
Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
|
||||
self.Owner.Shroud.Disabled = true;
|
||||
if (self.Owner == self.World.LocalPlayer)
|
||||
{
|
||||
self.World.RenderPlayer = null;
|
||||
Game.RunAfterDelay(Info.NotificationDelay, () => Sound.PlayNotification(self.Owner, "Speech", "Win", self.Owner.Country.Race));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
|
||||
private bool teamChat = false;
|
||||
internal bool TeamChat
|
||||
{
|
||||
get { return World.Observer ? false : teamChat; }
|
||||
get { return World.LocalPlayer == null ? false : teamChat; }
|
||||
set { teamChat = value; }
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user