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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@@ -25,8 +25,7 @@ namespace OpenRA.Mods.RA
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public override int GetSelectionShares (Actor collector)
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{
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// don't ever hide the map for people who have GPS.
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var gpsWatcher = collector.Owner.PlayerActor.TraitOrDefault<GpsWatcher>();
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if (gpsWatcher != null && (gpsWatcher.Granted || gpsWatcher.GrantedAllies))
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if (collector.Owner.HasFogVisibility())
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return 0;
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return base.GetSelectionShares (collector);
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@@ -36,7 +35,7 @@ namespace OpenRA.Mods.RA
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{
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base.Activate(collector);
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if (collector.Owner == collector.World.LocalPlayer)
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collector.World.WorldActor.Trait<Shroud>().ResetExploration();
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collector.Owner.Shroud.ResetExploration();
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}
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}
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}
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