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

@@ -131,32 +131,38 @@ namespace OpenRA.Mods.RA
Key = key;
}
static bool InstanceDisabled(SupportPower sp)
{
return sp.self.TraitsImplementing<IDisable>().Any(d => d.Disabled);
}
bool notifiedCharging;
bool notifiedReady;
public void Tick()
{
Active = !Disabled && Instances.Any(i => !i.self.IsDisabled());
if (!Active)
return;
if (Manager.devMode.FastCharge && RemainingTime > 25)
RemainingTime = 25;
if (RemainingTime > 0) --RemainingTime;
var power = Instances.First();
if (!notifiedCharging)
if (Active)
{
power.Charging(power.self, Key);
notifiedCharging = true;
}
var power = Instances.First();
if (Manager.devMode.FastCharge && RemainingTime > 25)
RemainingTime = 25;
if (RemainingTime == 0 && !notifiedReady)
{
power.Charged(power.self, Key);
notifiedReady = true;
if (RemainingTime > 0) --RemainingTime;
if (!notifiedCharging)
{
power.Charging(power.self, Key);
notifiedCharging = true;
}
if (RemainingTime == 0
&& !notifiedReady)
{
power.Charged(power.self, Key);
notifiedReady = true;
}
}
}
@@ -173,7 +179,7 @@ namespace OpenRA.Mods.RA
if (!Ready)
return;
var power = Instances.First(i => !i.self.IsDisabled());
var power = Instances.First(i => !InstanceDisabled(i));
// Note: order.Subject is the *player* actor
power.Activate(power.self, order);