Difference between revisions of "Discussion:Field of Vision"

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== Digital FOV ==
== Digital FOV ==


Atanvarno
[http://angband.oook.cz/forum/showpost.php?p=20799&postcount=38 First mentioned by Atanvarno]
 
See [[Digital FOV]] for details. Digital FOV is a symmetrical system.
 
Consequences.
 
  %%%%#%%
  %  . 
  %% ###%%
  % ...#
##....#
@.....#%%%%
##........#%
  % ...###...
  %  ..# %%%%
  %%%%##
 
Fig 14. Digital FOV ex.  %'s are walls out of sight.


== See also ==
== See also ==


[[Field of Vision]]
[[Field of Vision]]

Revision as of 08:32, 25 June 2009

Half-width walls, center to center

Suggested by Eddie(PowerDiver).

This is a symmetrical system.

Consequences:

################D
@

Fig 1. @ can see D, D can see @

##D
##
@

Fig 2. Indeterminate (probably resolve to not visible).

#m
#
@#

Fig 3. Vital that @ can see m in this case.

......................
.@#                 M
......................

Fig 4. @ cannot see M (by zero-width blockage sub-rule - see fig 2)

.......
.@.....
...#...
..... .
.......

Fig 5. Discontinuous gaps in viewable area (by zero-width blockage)

Monsters occupy half the width/height of grid

Suggested by jv123.

Monsters, characters, items are in the center of their grid's square taking up half the width/height. If lines from any point in the @'s sub-square can go to any point in the M's sub-square without crossing a wall then each is visible by the other. Walls take up the full grid square.

This is a symmetrical system.

Consequences.

#####D######
@

Fig 6. @ cannot see D.

####D#######
@

Fig 7. It is indeterminate whether @ can see D or not (zero-width cross).

###D########
@

Fig 8. @ can see D and D can see @

Center to Center, subdivided grid

Suggested by Marble Dice

Any tile that can have a line drawn from the center of the @ to the center of the tile is without crossing an obstructed point is visible. Each wall takes up the middle 2x2 of the 4x4 sub-divided grid.

For visibility purposes a monster on a wall-tile is not treated differently from a monster on a floor tile.

Consequences.

#######.#######
#######@#######
????.......????
?.............?

Fig 8. From the entrance of a room.

................?
.........????????
.@.###?????M?????
.........????????
................?

Fig 9. @ cannot see M.

@...........
...#?.......
.....????...
.......?????
.........???

Fig 10. Expanding shadow triangle from pillar.

####D
@....

Fig 11. @ cannot see D.

###D#
@....

Fig 12. @ can just see D? (indeterminate case - depends on zero-width cross decision)

##D##
@....

Fig 13. @ can see D.

Digital FOV

First mentioned by Atanvarno

See Digital FOV for details. Digital FOV is a symmetrical system.

Consequences.

  %%%%#%%
  %  .   
 %% ###%%
 % ...#
##....#
@.....#%%%%
##........#%
 % ...###...
 %  ..# %%%%
 %%%%##

Fig 14. Digital FOV ex.  %'s are walls out of sight.

See also

Field of Vision