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

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