Files
OpenRA/OpenRA.Mods.RA/InvisibleToEnemy.cs
Kenny f41fb32d60 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)
2012-12-13 15:16:56 -08:00

41 lines
1.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class InvisibleToEnemyInfo : TraitInfo<InvisibleToEnemy> { }
class InvisibleToEnemy : IRenderModifier, IVisibilityModifier, IRadarColorModifier
{
public bool IsVisible(Shroud s, Actor self)
{
return self.World.LocalPlayer == null ||
self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally;
}
public Color RadarColorOverride(Actor self)
{
// todo: why is making this half-opaque conflated with hiding the actor from non-allies?
return Color.FromArgb(128, self.Owner.ColorRamp.GetColor(0));
}
static readonly Renderable[] Nothing = { };
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
return IsVisible(self.Owner.Shroud, self) ? r : Nothing;
}
}
}