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)
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@@ -139,7 +139,7 @@ namespace OpenRA.Graphics
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foreach (var t in world.ActorsWithTrait<IRadarSignature>())
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{
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if (!world.LocalShroud.IsVisible(t.Actor))
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if (!world.RenderedShroud.IsVisible(t.Actor))
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continue;
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var color = t.Trait.RadarSignatureColor(t.Actor);
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@@ -158,7 +158,7 @@ namespace OpenRA.Graphics
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var map = world.Map;
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var size = Exts.NextPowerOf2(Math.Max(map.Bounds.Width, map.Bounds.Height));
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var bitmap = new Bitmap(size, size);
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if (world.LocalShroud.Disabled)
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if (world.RenderedShroud.Disabled)
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return bitmap;
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var bitmapData = bitmap.LockBits(bitmap.Bounds(),
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@@ -176,9 +176,9 @@ namespace OpenRA.Graphics
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{
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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if (!world.LocalShroud.IsExplored(mapX, mapY))
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if (!world.RenderedShroud.IsExplored(mapX, mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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else if (!world.LocalShroud.IsVisible(mapX,mapY))
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else if (!world.RenderedShroud.IsVisible(mapX,mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = fog;
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}
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}
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@@ -15,21 +15,25 @@ namespace OpenRA.Graphics
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{
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public class ShroudRenderer
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{
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Traits.Shroud shroud;
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World world;
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Traits.Shroud shroud {
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get {
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return world.RenderedShroud;
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}
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}
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Sprite[] shadowBits = Game.modData.SpriteLoader.LoadAllSprites("shadow");
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Sprite[,] sprites, fogSprites;
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bool dirty = true;
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Map map;
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public ShroudRenderer(World world)
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{
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this.shroud = world.LocalShroud;
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this.world = world;
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this.map = world.Map;
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sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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shroud.Dirty += () => dirty = true;
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}
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static readonly byte[][] SpecialShroudTiles =
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@@ -103,9 +107,9 @@ namespace OpenRA.Graphics
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internal void Draw( WorldRenderer wr )
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{
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if (dirty)
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if (shroud != null && shroud.dirty)
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{
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dirty = false;
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shroud.dirty = false;
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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sprites[i, j] = ChooseShroud(i, j);
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@@ -72,9 +72,9 @@ namespace OpenRA.Graphics
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
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if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
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if (world.RenderedPlayer != null && !world.RenderedShroud.Disabled && world.RenderedShroud.Bounds.HasValue)
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{
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var r = world.LocalShroud.Bounds.Value;
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var r = world.RenderedShroud.Bounds.Value;
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if (firstRow < r.Top - map.Bounds.Top)
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firstRow = r.Top - map.Bounds.Top;
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@@ -202,7 +202,7 @@ namespace OpenRA.Graphics
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cachedScroll = scrollPosition;
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}
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var b = world.LocalShroud.Bounds;
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var b = world.RenderedShroud.Bounds;
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return (b.HasValue) ? Rectangle.Intersect(cachedRect, b.Value) : cachedRect;
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}
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}
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