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Resolve #1306, Progress #1326 -- Vision and spawn system rework #1329

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merged 12 commits into from
Mar 11, 2022
Merged

Resolve #1306, Progress #1326 -- Vision and spawn system rework #1329

merged 12 commits into from
Mar 11, 2022

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Killfrra
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@Killfrra Killfrra commented Feb 17, 2022

Previously, the vision system tried to be team-based. The proposed one still calculates team vision, but sends out packets based on players' individual vision, which is linked to their champions' vision. This will make it possible to implement such effects as nearsight in the future.

  • It is now possible to describe all the conditions under which one unit sees another in one place, in the UnitHasVisionOn function of the ObjectManager.
  • Some objects now only spawn when entering player line of sight to prevent cheating:
    spawnShouldBeHidden = obj is IParticle || obj is ISpellMissile || (obj is IMinion && !(obj is ILaneMinion))
  • Part of the functionality has been moved from HandleStartGame to HandleSpawn. Now it is possible to reconnect and use skills and reconnect during a pause (still have bugs with minimap, inventory and time)

@Killfrra Killfrra changed the title Resolve #1306, Progress #1326 -- Vision system rework Resolve #1306, Progress #1326 -- Vision and spawn system rework Feb 20, 2022
@Killfrra Killfrra marked this pull request as ready for review February 20, 2022 18:50
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@lzardy lzardy left a comment

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Looks fairly good.

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@lzardy lzardy left a comment

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Good to go.

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2 participants