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