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

@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA
public float GetValue()
{
// only people we like should see our production status.
if (self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] != Stance.Ally)
if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
return 0;
var queue = self.TraitsImplementing<ProductionQueue>().FirstOrDefault(q => q.CurrentItem() != null);