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

@@ -18,15 +18,15 @@ namespace OpenRA.Mods.RA
class FrozenUnderFog : IRenderModifier, IVisibilityModifier
{
public bool IsVisible(Actor self)
public bool IsVisible(Shroud s, Actor self)
{
return Shroud.GetVisOrigins(self).Any(o => self.World.LocalShroud.IsVisible(o));
return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
}
Renderable[] cache = { };
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
if (IsVisible(self))
if (IsVisible(self.World.RenderedShroud, self))
cache = r.ToArray();
return cache;
}

View File

@@ -18,15 +18,15 @@ namespace OpenRA.Mods.RA
class HiddenUnderFog : IRenderModifier, IVisibilityModifier
{
public bool IsVisible(Actor self)
public bool IsVisible(Shroud s, Actor self)
{
return Shroud.GetVisOrigins(self).Any(o => self.World.LocalShroud.IsVisible(o));
return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
}
static Renderable[] Nothing = { };
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
return IsVisible(self) ? r : Nothing;
return IsVisible(self.World.RenderedShroud, self) ? r : Nothing;
}
}
}