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

@@ -25,7 +25,7 @@ namespace OpenRA.Scripting
var target = kv.First;
var targetCell = kv.Second;
var cs = target.Trait<Chronoshiftable>();
if (cs.CanChronoshiftTo(target, targetCell, true))
if (chronosphere.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
cs.Teleport(target, targetCell, duration, killCargo,chronosphere);
}
}