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

@@ -33,7 +33,7 @@ namespace OpenRA.Mods.RA.Widgets
var cell = Game.viewport.ViewToWorld(Viewport.LastMousePos);
if (!world.Map.IsInMap(cell)) return;
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(cell))
if (world.LocalPlayer != null && !world.RenderedShroud.IsExplored(cell))
{
var utext = "Unexplored Terrain";
var usz = Game.Renderer.Fonts["Bold"].Measure(utext) + new int2(20, 24);