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https://github.com/BenMakesGames/FoV

A collection of field-of-view/line-of-sight algorithms designed for tile-based games.
https://github.com/BenMakesGames/FoV

field-of-view fov fov-algorithms line-of-sight los los-algorithms tile-based tile-based-game

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A collection of field-of-view/line-of-sight algorithms designed for tile-based games.

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README

        

# What Is It?

`BenMakesGames.FoV` is a collection of field-of-view algorithms designed for square tile grids. It features the following algorithms:

* Diamond-wall
* Milazzo's Beveled-wall
* Raycasting
* Shadowcasting

Field-of-view/line-of-sight is useful for roguelikes, and other tactical, tile-based games where vision plays an important role.

[![Buy Me a Coffee at ko-fi.com](https://raw.githubusercontent.com/BenMakesGames/AssetsForNuGet/main/buymeacoffee.png)](https://ko-fi.com/A0A12KQ16)

# How to Use

## Install

```powershell
dotnet add package BenMakesGames.FoV
```

## Create a Map

Your map must implement `IFoVMap`, which requires a `Width` and `Height` property, and a method that returns whether or not a given tile is opaque:

For example:

```c#
public sealed class MyMap: IFoVMap
{
public int Width { get; }
public int Height { get; }

// store your tiles however you want; here's one possibility:
public MyTile[] Tiles { get; }

// BlocksLight is required by IFoVMap; here's one possible implementation:
bool BlocksLight(int x, int y)
{
if(x < 0 || x >= Width || y < 0 || y >= Height)
return true;

return Tiles[x + y * Width].IsOpaque;
}

...
}
```

Another common implementation is to use a `Dictionary<(int X, int Y), MyTile>` collection to store the map.

## Call One of the FoV Algorithms

All of the algorithms have the same signature:

```c#
HashSet<(int X, int Y)> Compute(IFoVMap map, (int X, int Y) origin, int radius)
```

They take a map, origin point, and sight radius, and returns a set of points that are visible from the origin.

Basic usage:

```c#
var visibleTiles = DiamondWallsFoV.Compute(Map, (Player.X, Player.Y), Player.SightRadius);

for(int y = 0; y < Map.Height; y++)
{
for(int x = 0; x < Map.Width; x++)
{
if(visibleTiles.Contains((x, y)))
{
// tile is visible; draw it!
}
else
{
// don't draw the tile, or draw it as a fog of war tile
}
}
}
```

When implementing field-of-view in your game, you should only compute a new field of view when the player moves, or the map changes (such as a door opening or closing).

### Available Algorithms, and Their Features

* `DiamondWallsFoV`
* Relatively fast algorithm. Compared to other algorithms, reveals more tiles in a given sight radius.
* `MilazzoFoV`
* Medium speed; designed to have intuitive lines of sight, especially for maps which contain many single-tile walls/pillars.
* `RayCastFoV`
* Slowest algorithm, with occasionally unintuitive lines of sight. Not generally recommended; included for historical reasons.
* `ShadowCastFoV`
* The fastest algorithm of the bunch, especially when used in large, open spaces with large sight radii.