Introducing per-player shrouds.

- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
This commit is contained in:
Kenny
2012-12-13 15:16:56 -08:00
parent 5249a17d48
commit f41fb32d60
48 changed files with 351 additions and 159 deletions

View File

@@ -43,6 +43,8 @@ namespace OpenRA
return HasLocation.PxPosition;
}
}
public Shroud.ActorVisibility Sight;
[Sync]
public Player Owner;
@@ -85,6 +87,16 @@ namespace OpenRA
return (firstSprite.Sprite.size * firstSprite.Scale).ToInt2();
});
if(this.HasTrait<RevealsShroud>())
{
Sight = new Shroud.ActorVisibility
{
range = this.Trait<RevealsShroud>().RevealRange,
vis = Shroud.GetVisOrigins(this).ToArray()
};
}
ApplyIRender = x => x.Render(this);
ApplyRenderModifier = (m, p) => p.ModifyRender(this, m);
@@ -99,6 +111,11 @@ namespace OpenRA
currentActivity = Util.RunActivity( this, currentActivity );
}
public void UpdateSight()
{
Sight.vis = Shroud.GetVisOrigins(this).ToArray();
}
public bool IsIdle
{