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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@@ -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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