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

@@ -54,7 +54,7 @@ namespace OpenRA.Traits
void DrawPips(WorldRenderer wr, Actor self, float2 basePosition)
{
if (self.Owner != self.World.LocalPlayer) return;
if (self.Owner != self.World.RenderedPlayer) return;
var pipSources = self.TraitsImplementing<IPips>();
if (pipSources.Count() == 0)
@@ -95,7 +95,7 @@ namespace OpenRA.Traits
void DrawTags(WorldRenderer wr, Actor self, float2 basePosition)
{
if (self.Owner != self.World.LocalPlayer) return;
if (self.Owner != self.World.RenderedPlayer) return;
// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file