/// <summary> /// Check if the Cell is in the currently computed field-of-view /// For newly initialized maps a field-of-view will not exist so all Cells will return false /// Field-of-view must first be calculated by calling ComputeFov and/or AppendFov /// </summary> /// <remarks> /// Field-of-view (FOV) is basically a calculation of what is observable in the Map from a given Cell with a given light radius /// </remarks> /// <example> /// Field-of-view can be used to simulate a character holding a light source and exploring a Map representing a dark cavern /// Any Cells within the FOV would be what the character could see from their current location and lighting conditions /// </example> /// <param name="x">X location of the Cell to check starting with 0 as the farthest left</param> /// <param name="y">Y location of the Cell to check, starting with 0 as the top</param> /// <returns>True if the Cell is in the currently computed field-of-view, false otherwise</returns> public bool IsInFov(int x, int y) { return(_fieldOfView.IsInFov(x, y)); }
public bool IsInFov(Point point) => _fieldOfView.IsInFov(point);