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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@@ -428,7 +428,7 @@ namespace OpenRA.Mods.RA
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public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
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{
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// Don't leak info about resources under the shroud
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if (!self.World.LocalShroud.IsExplored(location)) return false;
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if (!self.Owner.Shroud.IsExplored(location)) return false;
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var res = self.World.WorldActor.Trait<ResourceLayer>().GetResource(location);
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var info = self.Info.Traits.Get<HarvesterInfo>();
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