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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@@ -24,7 +24,7 @@ namespace OpenRA
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public static IEnumerable<Actor> FindUnitsAtMouse(this World world, int2 mouseLocation)
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{
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var loc = Game.viewport.ViewToWorldPx(mouseLocation);
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return FindUnits(world, loc, loc).Where(a => world.LocalShroud.IsVisible(a));
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return FindUnits(world, loc, loc).Where(a => world.RenderedShroud.IsVisible(a));
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}
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public static IEnumerable<Actor> FindUnits(this World world, PPos a, PPos b)
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