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

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