Introduce World.LocalShroud. Breaks targeting stealth tanks. Probably breaks FrozenUnderFog.
This commit is contained in:
@@ -14,34 +14,15 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class FrozenUnderFogInfo : ITraitInfo
|
||||
class FrozenUnderFogInfo : TraitInfo<FrozenUnderFog> {}
|
||||
|
||||
class FrozenUnderFog : IRenderModifier
|
||||
{
|
||||
public object Create(ActorInitializer init) { return new FrozenUnderFog(init.self); }
|
||||
}
|
||||
|
||||
class FrozenUnderFog : IRenderModifier, IVisibilityModifier
|
||||
{
|
||||
Shroud shroud;
|
||||
Renderable[] cache = { };
|
||||
|
||||
public FrozenUnderFog(Actor self)
|
||||
{
|
||||
shroud = self.World.WorldActor.Trait<Shroud>();
|
||||
}
|
||||
|
||||
public bool IsVisible(Actor self, Player byPlayer)
|
||||
{
|
||||
return self.World.LocalPlayer == null
|
||||
|| self.Owner == byPlayer
|
||||
|| self.World.LocalPlayer.Shroud.Disabled
|
||||
|| Shroud.GetVisOrigins(self).Any(o => self.World.Map.IsInMap(o) && shroud.visibleCells[o.X, o.Y] != 0);
|
||||
}
|
||||
|
||||
Renderable[] cache = { };
|
||||
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
|
||||
{
|
||||
if (IsVisible(self, self.World.LocalPlayer))
|
||||
if (self.World.LocalShroud.IsVisible(self))
|
||||
cache = r.ToArray();
|
||||
|
||||
return cache;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,36 +9,24 @@
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class HiddenUnderFogInfo : ITraitInfo
|
||||
{
|
||||
public object Create(ActorInitializer init) { return new HiddenUnderFog(init.self); }
|
||||
}
|
||||
class HiddenUnderFogInfo : TraitInfo<HiddenUnderFog> {}
|
||||
|
||||
class HiddenUnderFog : IRenderModifier, IVisibilityModifier
|
||||
{
|
||||
Shroud shroud;
|
||||
|
||||
public HiddenUnderFog(Actor self)
|
||||
public bool IsVisible(Actor self)
|
||||
{
|
||||
shroud = self.World.WorldActor.Trait<Shroud>();
|
||||
}
|
||||
|
||||
public bool IsVisible(Actor self, Player byPlayer)
|
||||
{
|
||||
return self.World.LocalPlayer == null
|
||||
|| self.Owner == byPlayer
|
||||
|| self.World.LocalPlayer.Shroud.Disabled
|
||||
|| shroud.visibleCells[self.Location.X, self.Location.Y] > 0;
|
||||
return Shroud.GetVisOrigins(self).Any(o => self.World.LocalShroud.IsVisible(o));
|
||||
}
|
||||
|
||||
static Renderable[] Nothing = { };
|
||||
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
|
||||
{
|
||||
return IsVisible(self, self.World.LocalPlayer) ? r : Nothing;
|
||||
return IsVisible(self) ? r : Nothing;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user