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

@@ -18,7 +18,7 @@ namespace OpenRA.Mods.RA
class InvisibleToEnemy : IRenderModifier, IVisibilityModifier, IRadarColorModifier
{
public bool IsVisible(Actor self)
public bool IsVisible(Shroud s, Actor self)
{
return self.World.LocalPlayer == null ||
self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally;
@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
return IsVisible(self) ? r : Nothing;
return IsVisible(self.Owner.Shroud, self) ? r : Nothing;
}
}
}