Refactor per-player shrouds & fix shellmap shroud.

This commit is contained in:
Paul Chote
2013-04-10 00:35:39 +12:00
parent 66eff85aa4
commit c428cad70c
33 changed files with 146 additions and 120 deletions

View File

@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
if (remainingTime > 0)
return r;
if (Cloaked && IsVisible(self.World.RenderedShroud, self))
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
if (string.IsNullOrEmpty(info.Palette))
return r;
else
@@ -97,17 +97,12 @@ namespace OpenRA.Mods.RA
}
}
public bool IsVisible(Shroud s, Actor self)
public bool IsVisible(Actor self, Player byPlayer)
{
if (!Cloaked)
if (!Cloaked || self.Owner.IsAlliedWith(byPlayer))
return true;
if (s.Observing)
return true;
if (s.Owner != null)
if (self.Owner == s.Owner || self.Owner.Stances[s.Owner] == Stance.Ally)
return true;
// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);