Refactor per-player shrouds & fix shellmap shroud.
This commit is contained in:
@@ -60,7 +60,7 @@ namespace OpenRA.Mods.RA.Buildings
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public void RenderBeforeWorld(WorldRenderer wr, Actor self)
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return;
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wr.DrawRangeCircleWithContrast(
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA.Buildings
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public float GetValue()
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0f;
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// Ready or delay disabled
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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continue;
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if (!world.RenderedShroud.IsExplored(kv.Key))
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if (world.ShroudObscures(kv.Key))
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continue;
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bibSprites[kv.Value.type - 1][kv.Value.index].DrawAt(wr, kv.Key.ToPPos().ToFloat2(), "terrain");
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
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if (remainingTime > 0)
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return r;
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if (Cloaked && IsVisible(self.World.RenderedShroud, self))
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if (Cloaked && IsVisible(self, self.World.RenderPlayer))
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if (string.IsNullOrEmpty(info.Palette))
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return r;
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else
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@@ -97,17 +97,12 @@ namespace OpenRA.Mods.RA
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}
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}
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public bool IsVisible(Shroud s, Actor self)
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (!Cloaked)
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if (!Cloaked || self.Owner.IsAlliedWith(byPlayer))
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return true;
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if (s.Observing)
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return true;
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if (s.Owner != null)
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if (self.Owner == s.Owner || self.Owner.Stances[s.Owner] == Stance.Ally)
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return true;
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// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
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a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
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(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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@@ -160,7 +160,8 @@ namespace OpenRA.Mods.RA.Effects
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var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
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var pos = float2.Lerp(Args.src.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
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if (Args.firedBy.World.RenderedShroud.IsVisible(((PPos) pos.ToInt2()).ToCPos()))
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var cell = ((PPos)pos.ToInt2()).ToCPos();
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if (!Args.firedBy.World.FogObscures(cell))
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{
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if (Info.High || Info.Angle > 0)
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{
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@@ -93,8 +93,8 @@ namespace OpenRA.Mods.RA
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var conPos = WPos.Average(positions[i], positions[i-1], positions[i-2], positions[i-3]);
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var nextPos = WPos.Average(positions[i-1], positions[i-2], positions[i-3], positions[i-4]);
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if (self.World.RenderedShroud.IsVisible(new CPos(conPos)) ||
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self.World.RenderedShroud.IsVisible(new CPos(nextPos)))
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if (!self.World.FogObscures(new CPos(conPos)) &&
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!self.World.FogObscures(new CPos(nextPos)))
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{
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Game.Renderer.WorldLineRenderer.DrawLine(wr.ScreenPosition(conPos), wr.ScreenPosition(nextPos), trailStart, trailEnd);
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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.RA.Effects
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}
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var hasGps = (watcher != null && (watcher.Granted || watcher.GrantedAllies));
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var hasDot = (huf != null && !huf.IsVisible(self.World.RenderedShroud, self)); // WRONG (why?)
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var hasDot = (huf != null && !huf.IsVisible(self, self.World.RenderPlayer));
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var dotHidden = (cloak != null && cloak.Cloaked) || (spy != null && spy.Disguised);
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show = hasGps && hasDot && !dotHidden;
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.Effects
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public IEnumerable<Renderable> Render(WorldRenderer wr)
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{
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if (Args.firedBy.World.RenderedShroud.IsVisible(PxPosition.ToCPos()))
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if (!Args.firedBy.World.FogObscures(PxPosition.ToCPos()))
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yield return new Renderable(anim.Image, PxPosition.ToFloat2() - 0.5f * anim.Image.size - new float2(0, Altitude),
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wr.Palette(Args.weapon.Underwater ? "shadow" : "effect"), PxPosition.Y);
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@@ -47,10 +47,11 @@ namespace OpenRA.Mods.RA
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}
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// Explore allied shroud
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foreach (var p in Start)
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if ((world.LocalPlayer != null ) &&(p.Key == world.LocalPlayer || p.Key.Stances[world.LocalPlayer] == Stance.Ally))
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world.WorldActor.Trait<Shroud>().Explore(world, p.Value,
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world.WorldActor.Info.Traits.Get<MPStartLocationsInfo>().InitialExploreRange);
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var explore = world.WorldActor.Info.Traits.Get<MPStartLocationsInfo>().InitialExploreRange;
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foreach (var p in Start.Keys)
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foreach (var q in world.Players)
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if (p.IsAlliedWith(q))
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q.Shroud.Explore(world, Start[p], explore);
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// Set viewport
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if (world.LocalPlayer != null && Start.ContainsKey(world.LocalPlayer))
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@@ -19,15 +19,15 @@ namespace OpenRA.Mods.RA
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class FrozenUnderFog : IRenderModifier, IVisibilityModifier
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{
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public bool IsVisible(Shroud s, Actor self)
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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Renderable[] cache = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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{
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if (IsVisible(self.World.RenderedShroud, self))
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if (IsVisible(self, self.World.RenderPlayer))
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cache = r.ToArray();
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return cache;
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}
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@@ -19,15 +19,15 @@ namespace OpenRA.Mods.RA
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class HiddenUnderFog : IRenderModifier, IVisibilityModifier
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{
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public bool IsVisible(Shroud s, Actor self)
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public bool IsVisible(Actor self, Player byPlayer)
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{
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return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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static Renderable[] Nothing = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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{
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return IsVisible(self.World.RenderedShroud, self) ? r : Nothing;
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return IsVisible(self, self.World.RenderPlayer) ? r : Nothing;
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}
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}
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}
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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public float GetValue()
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{
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// only people we like should see our production status.
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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var queue = self.TraitsImplementing<ProductionQueue>().FirstOrDefault(q => q.CurrentItem() != null);
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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.RA
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{
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var position = self.CenterPosition;
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if (position.Z > 0 && self.GetDamageState() >= DamageState.Heavy &&
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self.World.RenderedShroud.IsVisible(new CPos(position)))
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!self.World.FogObscures(new CPos(position)))
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{
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var offset = info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation));
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var pos = PPos.FromWPosHackZ(position + coords.LocalToWorld(offset));
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@@ -40,16 +40,16 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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{
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var views = world.Players.Where(p => !p.NonCombatant).ToDictionary(p => p.PlayerName,
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p => new CameraOption("{0}'s view".F(p.PlayerName),
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() => world.RenderedPlayer == p,
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() => { world.RenderedPlayer = p; world.RenderedShroud.Dirty(); }
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() => world.RenderPlayer == p,
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() => world.RenderPlayer = p
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));
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views.Add("", new CameraOption("World view",
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() => world.RenderedPlayer == null,
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() => { world.RenderedPlayer = null; world.RenderedShroud.Dirty(); }
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() => world.RenderPlayer == null,
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() => world.RenderPlayer = null
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));
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var shroudSelector = widget.Get<DropDownButtonWidget>("SHROUD_SELECTOR");
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shroudSelector.GetText = () => views[world.RenderedPlayer == null ? "" : world.RenderedPlayer.PlayerName].Label;
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shroudSelector.GetText = () => views[world.RenderPlayer == null ? "" : world.RenderPlayer.PlayerName].Label;
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shroudSelector.OnMouseDown = _ =>
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{
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Func<CameraOption, ScrollItemWidget, ScrollItemWidget> setupItem = (option, template) =>
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.RA.Widgets
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var cell = Game.viewport.ViewToWorld(Viewport.LastMousePos);
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if (!world.Map.IsInMap(cell)) return;
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if (world.LocalPlayer != null && !world.RenderedShroud.IsExplored(cell))
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if (world.LocalPlayer != null && world.ShroudObscures(cell))
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{
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var utext = "Unexplored Terrain";
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var usz = Game.Renderer.Fonts["Bold"].Measure(utext) + new int2(20, 24);
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@@ -78,12 +78,12 @@ namespace OpenRA.Mods.RA
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public void Render( WorldRenderer wr )
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{
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var cliprect = Game.viewport.WorldBounds(world);
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var localPlayer = world.LocalPlayer;
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foreach (var kv in tiles)
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{
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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continue;
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if (localPlayer != null && !world.RenderedShroud.IsExplored(kv.Key))
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if (world.ShroudObscures(kv.Key))
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continue;
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smudgeSprites[kv.Value.type- 1][kv.Value.index].DrawAt(wr, kv.Key.ToPPos().ToFloat2(), "terrain");
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