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

@@ -41,10 +41,29 @@ namespace OpenRA
public Player LocalPlayer { get; private set; }
public readonly Shroud LocalShroud;
public Player RenderedPlayer;
public Shroud RenderedShroud {
get {
if(RenderedPlayer == null)
{
return LocalShroud;
}else{
return RenderedPlayer.Shroud;
}
}
}
public void SetLocalPlayer(string pr)
{
if (!(orderManager.Connection is ReplayConnection))
LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
{
LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
RenderedPlayer = LocalPlayer;
}else{
}
}
public readonly Actor WorldActor;
@@ -138,6 +157,7 @@ namespace OpenRA
a.IsInWorld = false;
actors.Remove(a);
ActorRemoved(a);
}
public void Add(IEffect b) { effects.Add(b); }