fix units being visible under fog
This commit is contained in:
@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -77,6 +77,7 @@
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<Compile Include="Chrome.cs" />
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<Compile Include="GameRules\WeaponInfo.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\Render\HiddenUnderFog.cs" />
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<Compile Include="Traits\World\Shroud.cs" />
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<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
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<Compile Include="Widgets\Delegates\CreateServerMenuDelegate.cs" />
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30
OpenRA.Game/Traits/Render/HiddenUnderFog.cs
Normal file
30
OpenRA.Game/Traits/Render/HiddenUnderFog.cs
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@@ -0,0 +1,30 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRA.Traits.Render
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{
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class HiddenUnderFogInfo : ITraitInfo
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{
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public object Create(Actor self) { return new HiddenUnderFog(self); }
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}
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class HiddenUnderFog : IRenderModifier
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{
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Shroud shroud;
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public HiddenUnderFog(Actor self)
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{
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shroud = self.World.WorldActor.traits.Get<Shroud>();
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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if (self.Owner == self.World.LocalPlayer || shroud.visibleCells[self.Location.X, self.Location.Y] > 0)
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return r;
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return new Renderable[] { };
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}
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}
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}
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@@ -30,17 +30,13 @@ namespace OpenRA.Traits
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public override object Create(Actor self) { return new RenderUnit(self); }
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}
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class RenderUnit : RenderSimple, INotifyDamage, IRenderModifier
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class RenderUnit : RenderSimple, INotifyDamage
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{
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Shroud shroud;
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public RenderUnit(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim.Play("idle");
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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shroud = self.World.WorldActor.traits.Get<Shroud>();
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}
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public void PlayCustomAnimation(Actor self, string newAnim, Action after)
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@@ -62,14 +58,5 @@ namespace OpenRA.Traits
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() => smoke.PlayBackwardsThen( "end",
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() => isSmoking = false ) ) );
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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if (self.Owner == self.World.LocalPlayer ||
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shroud.visibleCells[self.Location.X, self.Location.Y] > 0)
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return r;
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return new Renderable[] { };
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}
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}
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}
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@@ -36,7 +36,7 @@ namespace OpenRA.Traits
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[Sync]
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public int Altitude;
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public Unit( Actor self ) { }
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public Unit(Actor self) { }
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public void Damaged(Actor self, AttackInfo e)
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{
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@@ -10,6 +10,7 @@
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Chronoshiftable:
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Passenger:
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IronCurtainable:
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HiddenUnderFog:
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^Infantry:
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Category: Infantry
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@@ -23,6 +24,7 @@
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SquishByTank:
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AutoTarget:
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Passenger:
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HiddenUnderFog:
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^Ship:
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Category: Ship
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@@ -30,11 +32,13 @@
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Mobile:
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MovementType: Float
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Selectable:
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HiddenUnderFog:
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^Plane:
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Category: Plane
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Unit:
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Selectable:
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HiddenUnderFog:
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^Building:
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Category: Building
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@@ -48,6 +52,7 @@
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DamagedSound: xplos.aud
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DestroyedSound: xplobig4.aud
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RenderBuilding:
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^Tree:
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Category: Building
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RenderBuilding:
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@@ -55,6 +60,7 @@
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Building:
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Footprint: __ x_
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Dimensions: 2,2
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^Wall:
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Category: Building
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Building:
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@@ -10,6 +10,7 @@
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Chronoshiftable:
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Passenger:
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IronCurtainable:
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HiddenUnderFog:
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^Infantry:
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Category: Infantry
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@@ -23,6 +24,7 @@
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SquishByTank:
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AutoTarget:
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Passenger:
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HiddenUnderFog:
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^Ship:
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Category: Ship
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@@ -30,12 +32,14 @@
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Mobile:
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MovementType: Float
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Selectable:
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HiddenUnderFog:
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^Plane:
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Category: Plane
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Unit:
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TargetType: Air
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Selectable:
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HiddenUnderFog:
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^Building:
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Category: Building
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