Exemple #1
0
        /// <summary>
        /// Returns the points in a triangular target (i.e. shotgun weapon) from origin to target.
        /// Only returns points within FOV. Moral: If you can see it, you can shoot it.
        /// fovAngle = spread of target
        /// </summary>
        /// <param name="location"></param>
        /// <param name="size"></param>
        /// <returns></returns>
        public List <Point> GetPointsForTriangularTargetInFOV(Point origin, Point target, Map mapLevel, int range, double fovAngle)
        {
            if (origin == target)
            {
                return(new List <Point>());
            }

            List <Point> triangularPoints = new List <Point>();

            double angle = DirectionUtil.AngleFromOriginToTarget(origin, target);

            for (int i = origin.x - range; i < origin.x + range; i++)
            {
                for (int j = origin.y - range; j < origin.y + range; j++)
                {
                    if (new Point(i, j) == origin)
                    {
                        continue;
                    }

                    //Check for creature's FOV
                    //If OK, check to see if it falls within a TriangularFOV (blast radius)
                    if (i >= 0 && i < mapLevel.width && j >= 0 && j < mapLevel.height)
                    {
                        if (CheckTileFOV(i, j) && CreatureFOV.TriangularFOV(origin, angle, range, i, j, fovAngle))
                        {
                            triangularPoints.Add(new Point(i, j));
                        }
                    }
                }
            }

            return(triangularPoints);
        }