/// <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); }