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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@@ -58,15 +58,12 @@ namespace OpenRA.Mods.RA
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public void RefreshGps(Actor atek)
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{
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RefreshGranted();
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foreach (TraitPair<GpsWatcher> i in atek.World.ActorsWithTrait<GpsWatcher>())
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i.Trait.RefreshGranted();
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if (atek.World.LocalPlayer == null)
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return;
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if ((Granted || GrantedAllies) && (atek.World.LocalPlayer.Stances[atek.Owner] == Stance.Ally))
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atek.World.WorldActor.Trait<Shroud>().ExploreAll(atek.World);
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if ((Granted || GrantedAllies) && atek.World.LocalPlayer != null && (atek.World.LocalPlayer.Stances[atek.Owner] == Stance.Ally))
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atek.Owner.Shroud.ExploreAll(atek.World);
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}
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void RefreshGranted()
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@@ -74,6 +71,9 @@ namespace OpenRA.Mods.RA
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Granted = (actors.Count > 0 && Launched);
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GrantedAllies = owner.World.ActorsWithTrait<GpsWatcher>().Any(p =>
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p.Actor.Owner.Stances[owner] == Stance.Ally && p.Trait.Granted);
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if (Granted || GrantedAllies)
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owner.Shroud.ExploreAll(owner.World);
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}
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}
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