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

@@ -72,9 +72,9 @@ namespace OpenRA.Graphics
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
if (world.RenderedPlayer != null && !world.RenderedShroud.Disabled && world.RenderedShroud.Bounds.HasValue)
{
var r = world.LocalShroud.Bounds.Value;
var r = world.RenderedShroud.Bounds.Value;
if (firstRow < r.Top - map.Bounds.Top)
firstRow = r.Top - map.Bounds.Top;