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

@@ -40,7 +40,7 @@ namespace OpenRA.Traits
for (int x = clip.Left; x < clip.Right; x++)
for (int y = clip.Top; y < clip.Bottom; y++)
{
if (!world.LocalShroud.IsExplored(new CPos(x, y)))
if (!world.RenderedShroud.IsExplored(new CPos(x, y)))
continue;
var c = content[x, y];