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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@@ -44,12 +44,10 @@ namespace OpenRA.Mods.RA
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}
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// Can't be used in synced code, except with ignoreVis.
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public virtual bool CanChronoshiftTo(Actor self, CPos targetLocation, bool ignoreVis)
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public virtual bool CanChronoshiftTo(Actor self, CPos targetLocation)
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{
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// Todo: Allow enemy units to be chronoshifted into bad terrain to kill them
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return self.HasTrait<ITeleportable>() &&
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self.Trait<ITeleportable>().CanEnterCell(targetLocation) &&
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(ignoreVis || self.World.LocalShroud.IsExplored(targetLocation));
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return (self.HasTrait<ITeleportable>() && self.Trait<ITeleportable>().CanEnterCell(targetLocation));
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}
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public virtual bool Teleport(Actor self, CPos targetLocation, int duration, bool killCargo, Actor chronosphere)
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