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

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