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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@@ -20,18 +20,9 @@ namespace OpenRA.Mods.RA
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{
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public void OnInfiltrate(Actor self, Actor spy)
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{
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/* todo: changes for per-player shrouds:
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* - apply this everywhere, not just on the victim's client
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* - actually steal their exploration before resetting it
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*/
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if (self.World.LocalPlayer != null && self.World.LocalPlayer.Stances[self.Owner] == Stance.Ally)
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{
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var gpsWatcher = self.Owner.PlayerActor.TraitOrDefault<GpsWatcher>();
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if (gpsWatcher != null && (gpsWatcher.Granted || gpsWatcher.GrantedAllies))
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return;
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self.Owner.Shroud.ResetExploration();
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}
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spy.Owner.Shroud.MergeShroud(self.Owner.Shroud);
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if (!self.Owner.HasFogVisibility())
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self.Owner.Shroud.ResetExploration();
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}
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}
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}
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