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

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