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

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