Ranged Targeting [DIS]
Posted: 20 Sep 2015, 02:30
Weapon collision finding explained.
A can Attack B, but B cannot Attack A. Here is why.
When calculating whether or not ranged can attack a target, TMWA finds the first (marked 1 in diagram) Point towards target. If those coords are the diagonals It seeks out the two tiles (marked 2 in diagram) in the direction of the Angle. If all 3 tiles are clear of collision it attempts to find a complete path (firing solution) to the target. If one of the first tiles are collision it fails, if one of the second tiles is collision it also fails. In the diagram it results in B not being able to attack A while A can Attack B. Firing solution is mapped in 1/2 red squares. Fuchsia square doesn't block A either. If the collision on the bed's headboard is removed a successful attack is capable by B.
A can Attack B, but B cannot Attack A. Here is why.
When calculating whether or not ranged can attack a target, TMWA finds the first (marked 1 in diagram) Point towards target. If those coords are the diagonals It seeks out the two tiles (marked 2 in diagram) in the direction of the Angle. If all 3 tiles are clear of collision it attempts to find a complete path (firing solution) to the target. If one of the first tiles are collision it fails, if one of the second tiles is collision it also fails. In the diagram it results in B not being able to attack A while A can Attack B. Firing solution is mapped in 1/2 red squares. Fuchsia square doesn't block A either. If the collision on the bed's headboard is removed a successful attack is capable by B.