0ad/source/simulation2/scripting
mimo c2d0327af9 Implement shared vision at the entity level
Summary:
To fix tickets like #3335, having a shared vision at the entity level is
needed. This patch implements that in CCmpRangeManager, interfaced with
a new JS component VisionSharing to manage the shared entities visions.
As an example of use case (in addition to garrisoning in allied
structure without the sharedLos tech), we can think of bribing enemy
units: there is a part about it in the patch, but this one is very wip
and not intended to be committed but rather for test purposes of the
feature.
So when garrisoning a unit in another player's building, the vision of
the garrisonHolder is shared (part intended for review). In addition,
for tests of the feature, when clicking on the new bribe icon in the
diplomacy window, a random unit of the chosen player is bribed and share
its vision during 15 s.

Test Plan: Garrison a unit in an allied structure without the sharedLos
tech, or test the wip bribe feature from the diplomacy window.

Reviewers: Itms

Reviewed By: Itms
Subscribers: Stan, leper, O11 Templates, wraitii, elexis, fatherbushido,
Itms, Vulcan, O1 C++ Simulation

Differential Revision: https://code.wildfiregames.com/D60
This was SVN commit r19175.
2017-01-26 21:10:46 +00:00
..
EngineScriptConversions.cpp Fix [19027] by using generic code for conversions and fixing a few other issues. Refs #3403. Reviewed by leper. 2017-01-06 11:14:03 +00:00
MessageTypeConversions.cpp Implement shared vision at the entity level 2017-01-26 21:10:46 +00:00
ScriptComponent.cpp Actually remove trailing tabs from source/. 2016-11-23 14:09:58 +00:00
ScriptComponent.h Add support for const methods in components and make those that can be const const. 2017-01-20 02:25:19 +00:00