- 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)
58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class SmokeTrailWhenDamagedInfo : ITraitInfo
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{
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public readonly int[] Offset = { 0, 0 };
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public readonly int Interval = 3;
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public object Create(ActorInitializer init) { return new SmokeTrailWhenDamaged(init.self, this); }
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}
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class SmokeTrailWhenDamaged : ITick
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{
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Turret smokeTurret;
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PPos position;
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int interval;
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int ticks;
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public SmokeTrailWhenDamaged(Actor self, SmokeTrailWhenDamagedInfo info)
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{
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smokeTurret = new Turret(info.Offset);
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interval = info.Interval;
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}
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public void Tick(Actor self)
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{
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if (--ticks <= 0)
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{
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var move = self.Trait<IMove>();
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if (move.Altitude > 0 && self.GetDamageState() >= DamageState.Heavy)
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{
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var facing = self.Trait<IFacing>();
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var altitude = new PVecInt(0, move.Altitude);
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position = (self.CenterLocation - Combat.GetTurretPosition(self, facing, smokeTurret));
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if (self.World.RenderedShroud.IsVisible(position.ToCPos()))
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self.World.AddFrameEndTask(
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w => w.Add(new Smoke(w, position - altitude, "smokey")));
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}
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ticks = interval;
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}
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}
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}
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}
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