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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@@ -92,14 +92,27 @@ namespace OpenRA.Mods.RA
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lastPos = self.Location;
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}
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}
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public bool IsVisible(Actor self)
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{
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if (!Cloaked || self.Owner == self.World.LocalPlayer ||
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self.World.LocalPlayer == null ||
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self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally)
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return true;
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return IsVisible(null, self);
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}
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public bool IsVisible(Shroud s, Actor self)
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{
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if (self.World.LocalPlayer != null) {
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if (s == null) {
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if (!Cloaked || self.Owner == self.World.LocalPlayer ||
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self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally)
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return true;
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}
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else {
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if (!Cloaked || self.Owner == s.Owner ||
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self.Owner.Stances[s.Owner] == Stance.Ally)
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return true;
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}
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}
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
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a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
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(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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