Fog, Vision & Line of Fire¶
Visibility states¶
| State | Presentation |
|---|---|
| Unexplored | Opaque fog; enemies and environment are concealed |
| Explored | Dark memory fog; enemies remain hidden |
| Visible | Fog fades out and live units/environment are shown |
The fog presenter supports reveal color, edge softness, fade duration, explored environment tint, and upper-floor visibility.
Tile-based vision¶
GridLineTrace samples intermediate cells between observer and target. A cell marked BlocksVision stops both vision and line of fire.
Baked lookup is O(1), so runtime vision does not require one collider per authored blocker.
Multi-level fog¶
Level 0 receives complete fog coverage. Upper levels generate fog only around playable surfaces and vision blockers, avoiding floating fog across empty layers.
Environment renderers under [Tactical Map] are mapped to grid cells. Unexplored environment is hidden; explored environment receives a dark memory tint.
Authoring recommendation¶
- Use Restricted for low cover footprints and decoration.
- Use Vision Blocker for buildings, thick walls, and opaque terrain.
- Split very large building models into logical child renderers for the best partial reveal behavior.