Difference between revisions of "Discussion:Field of Vision"

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=== Consequences ===
=== Consequences ===


Digital FOV ex.  %'s are walls out of sight.
Fig 1. Digital FOV ex.  %'s are walls out of sight.
 
   %%%%#%%
   %%%%#%%
   %  .   
   %  .   
Line 51: Line 52:
   %%%%##
   %%%%##


Fig 2. A room 25% full of pillars.


A room 25% full of pillars.
   ..    ...    ..      #.#    #.#    #.#
   ..    ...    ..      #.#    #.#    #.#
  . .#  #.#  #. .      ...    ...    ...
  . .#  #.#  #. .      ...    ...    ...
Line 88: Line 89:


Not all walls (or doors/monsters in those locations) are visible from all locations inside of a room.
Not all walls (or doors/monsters in those locations) are visible from all locations inside of a room.
Fig 3. Non-visible room walls.
  ####?????    #####????    ?#####???    ??#####??
  ####?????    #####????    ?#####???    ??#####??
  #@.......    #.@......    #..@.....    #...@....
  #@.......    #.@......    #..@.....    #...@....
Line 104: Line 108:


Consequences:
Consequences:
Fig 4. Corridor walls / monsters seen forever.


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


Fig 1. @ can see D, D can see @
@ can see D, D can see @
 
Fig 5. Indeterminate (resolve to not visible).


  ##D
  ##D
Line 114: Line 122:
  @
  @


Fig 2. Indeterminate (probably resolve to not visible).
Fig 6. Diagonal move safety.


  #m
  #m
Line 120: Line 128:
  @#
  @#


Fig 3. Vital that @ can see m in this case.
Vital that @ can see m in this case.
 
Fig 7. Pillar blocking sight.


  ......................
  ......................
Line 126: Line 136:
  ......................
  ......................


Fig 4. @ cannot see M (by zero-width blockage sub-rule - see fig 2)
@ cannot see M (by zero-width blockage sub-rule - see fig 5)
 
Fig 8. Discontinuous gaps in viewable area (by zero-width blockage)


  .......
  .......
Line 133: Line 145:
  ..... .
  ..... .
  .......
  .......
Fig 5. Discontinuous gaps in viewable area (by zero-width blockage)


== Monsters occupy half the width/height of grid ==
== Monsters occupy half the width/height of grid ==
Line 145: Line 155:


Consequences.
Consequences.
Fig 9. @ cannot see D.


  #####D######
  #####D######
  @
  @


Fig 6. @ cannot see D.
Fig 10. It is indeterminate whether @ can see D or not (zero-width cross).


  ####D#######
  ####D#######
  @
  @


Fig 7. It is indeterminate whether @ can see D or not (zero-width cross).
Fig 11. @ can see D and D can see @


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


== Center to Center, subdivided grid ==
== Center to Center, subdivided grid ==
Line 170: Line 180:


Consequences.
Consequences.
Fig 12. From the entrance of a room.


  #######.#######
  #######.#######
Line 176: Line 188:
  ?.............?
  ?.............?


Fig 8. From the entrance of a room.
Fig 13. @ cannot see M.


  ................?
  ................?
Line 184: Line 196:
  ................?
  ................?


Fig 9. @ cannot see M.
Fig 14. Expanding shadow triangle from pillar.


  @...........
  @...........
Line 192: Line 204:
  .........???
  .........???


Fig 10. Expanding shadow triangle from pillar.
Fig 15. @ cannot see D.


  ####D
  ####D
  @...
  @...


Fig 11. @ cannot see D.
Fig 16. @ can just see D (by allowing zero width cross).


  ###D#
  ###D#
  @...
  @...
Fig 12. @ can just see D (by allowing zero width cross).


== Traditional (Angband) ==  
== Traditional (Angband) ==  
Line 211: Line 221:


Consequences.
Consequences.
Fig 17. A cannot see X but can hit it by shooting at B.


  ###X.B
  ###X.B
  A.....
  A.....
Fig 15. A cannot see X but can hit it by shooting at B.


== Intentionally unsymmetrical ==
== Intentionally unsymmetrical ==
Line 222: Line 232:


Monsters caught in open hallway have no where to hide.  Intelligent @'s can peek round corners without being spotted.
Monsters caught in open hallway have no where to hide.  Intelligent @'s can peek round corners without being spotted.
Fig 18. @ can see M, but M can't see @.


     #.#     
     #.#     
Line 227: Line 239:
  ..M...#
  ..M...#
  #######
  #######
Fig 16. @ can see M, but M can't see @.


= Other points for consideration =
= Other points for consideration =


Should @'s and M's have an infinite field of view?
Should @'s and M's have an infinite field of view?
Fig 19. Should @ see M ?  How long should maximum sight range be?


  #################################################################################################
  #################################################################################################
  .@.............................................................................................M.
  .@.............................................................................................M.
  #################################################################################################
  #################################################################################################
Fig 17. Should @ see M ?  How long should maximum sight range be?


Special cases for walls (etc.)
Special cases for walls (etc.)


* [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Digital_FOV Digital FOV] and [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Half-width_walls.2C_center_to_center half-width walls.]
* [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Digital_FOV Digital FOV] and [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Half-width_walls.2C_center_to_center half-width walls.]
Fig 20. @ can see the wall, and monsters in the wall, for as far as it goes.


  ################################################################################################
  ################################################################################################
  .@..............................................................................................
  .@..............................................................................................
Fig 18. @ can see the wall, and monsters in the wall, for as far as it goes.


----
----


* [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Monsters_occupy_half_the_width.2Fheight_of_grid Monsters occupy half the width] and [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Center_to_Center.2C_subdivided_grid Center to Center, subdivided grid]
* [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Monsters_occupy_half_the_width.2Fheight_of_grid Monsters occupy half the width] and [http://roguebasin.roguelikedevelopment.org/index.php?title=Discussion:Field_of_Vision#Center_to_Center.2C_subdivided_grid Center to Center, subdivided grid]
Fig 21. @ can see #, % are walls he can't see, ? is indeterminate


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


Fig 19. @ can see #, % are walls he can't see, ? is indeterminate
The question is whether walls (but not monsters in walls) should be filled in when they are not visible, but are adjacent to room / corridor tiles that are visible and lit.


The question is whether walls (but not monsters in walls) should be filled in when they are not visible, but are adjacent to room / corridor tiles that are visible and lit.
Fig 22. Special case wall visibility


  #####G#####
  #####G#####
  .@.........
  .@.........
Fig 20. Special case wall visibility


@ can't see G (but can see wall G is in).
@ can't see G (but can see wall G is in).

Revision as of 17:03, 25 June 2009


Tenants

These were originally posted by PaulBlay, and were later expanded. All of these are not necessarily desirable, and some of them may be mutually exclusive.

Visibility properties:

  1. Symmetry. Everything you see can see you, and vice versa.
  2. Expanding pillar shadows. Standing directly next to a pillar produces an expanding shadow.
  3. Efficiency. Reasonably fast code can be produced to implement the FOV, etc.
  4. No blind corners. Moving diagonally around a corner does not place you in melee range of a previous non-visible tile.
  5. Expansive visible walls. You can see all of a room's walls while while standing anywhere inside of it, and all walls of a long, straight corridor. Special cases could be used to give the player extra information about walls for a system which does not inherently possess this property.
  6. No hidden ghosts. Passwall monsters inside of visible walls are always visible.

Targeting properties:

  1. Visible = Targetable. You can target any visible tile.
  2. Non-exploitable. No trick shots required or possible to hit monsters that you can't target directly.
  3. No lost targeting. Casting stone-to-mud on a walled, targetable ghost does not cause you to lose targeting on that tile.

Combining expansive visible walls with no hidden ghosts and visible = targetable would produce a system where pass-wall monsters had a significant threat advantage over the player, much more so than even in the current Angband system.

Algorithms

Digital FOV

Description

Digital field of view was first mentioned by Atanvarno. The player and monsters are treated as diamonds, with the four points centered on the containing tile's edge. Drawing an unobstructed line from any part of one diamond to another diamond implies visibility. Walls may be treated as diamonds as well, both for visibility and obstruction.

Properties and advantages

Symmetry, efficiency, no blind corners, expansive visible walls, no hidden ghosts. A demo implementation already exists, and has no known visibility artifacts.

Possible disadvantages

DFOV lacks expanding pillar shadows. From any location inside a corridor, the player can see 1 tile around the corner. By standing on the corner, the player can see all the way down both corridors, including walls. Combined with a targeting system that implements Visible = targetable, pass-wall monsters may become significantly more challenging.

Consequences

Fig 1. Digital FOV ex.  %'s are walls out of sight.

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

Fig 2. A room 25% full of pillars.

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

Diamond walls, point visibility

Description

Walls are considered diamond-shaped obstructions, with the 4 points of the diamond centered on the edges of the containing tile. Visibility between two tiles is implied by drawing an unobstructed line between the centers of the two tiles. The four points of the obstructing diamond do not obstruct visibility unless that point is adjacent to another wall tile (this allows extra visibility around corners, but prevents sight through walls).

Properties and advantages

Symmetry, expanding pillar shadows, efficiency, no blind corners, no hidden ghosts. Ghosts are not visible in corridor walls from great distances, and thus pose no problem for a targeting system that uses visible = targetable.

Possible disadvantages

This method lacks expansive visible walls which means part of a room's walls will not be visible to a player standing inside the room, if he is close to a wall or a corner. This is more pronounced the closer to a wall, and the larger the room. This could be corrected by automatically adding map memory for the walls of lit rooms, so while only some of the walls would be visible (and marked with a special color) all the walls of the room would appear to the player. Additionally, a second point-to-diamond "tile visibility" check could be made to add extra visibility for wall tiles, but this would break no hidden ghosts and possibly no lost targeting.

Consequences

Not all walls (or doors/monsters in those locations) are visible from all locations inside of a room.

Fig 3. Non-visible room walls.

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

Half-width walls, center to center

Suggested by Eddie(PowerDiver).

This is a symmetrical system.

Consequences:

Fig 4. Corridor walls / monsters seen forever.

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

@ can see D, D can see @

Fig 5. Indeterminate (resolve to not visible).

##D
##
@

Fig 6. Diagonal move safety.

#m
#
@#

Vital that @ can see m in this case.

Fig 7. Pillar blocking sight.

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

@ cannot see M (by zero-width blockage sub-rule - see fig 5)

Fig 8. 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.

Fig 9. @ cannot see D.

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

Fig 10. It is indeterminate whether @ can see D or not (zero-width cross).

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

Fig 11. @ can see D and D can see @

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

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 12. From the entrance of a room.

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

Fig 13. @ cannot see M.

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

Fig 14. Expanding shadow triangle from pillar.

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

Fig 15. @ cannot see D.

####D
@...

Fig 16. @ can just see D (by allowing zero width cross).

###D#
@...

Traditional (Angband)

First mentioned by Atanvarno

Trick shots are possible (e.g. you can shoot at indirectly targeted grids that you cannot see or target directly).

Consequences.

Fig 17. A cannot see X but can hit it by shooting at B.

###X.B
A.....

Intentionally unsymmetrical

Suggested by will_asher

Monsters caught in open hallway have no where to hide. Intelligent @'s can peek round corners without being spotted.

Fig 18. @ can see M, but M can't see @.

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

Other points for consideration

Should @'s and M's have an infinite field of view?

Fig 19. Should @ see M ? How long should maximum sight range be?

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

Special cases for walls (etc.)

Fig 20. @ can see the wall, and monsters in the wall, for as far as it goes.

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

Fig 21. @ can see #, % are walls he can't see, ? is indeterminate

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

The question is whether walls (but not monsters in walls) should be filled in when they are not visible, but are adjacent to room / corridor tiles that are visible and lit.

Fig 22. Special case wall visibility

#####G#####
.@.........

@ can't see G (but can see wall G is in).

See also

Field of Vision