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