Expand description
Vision of the world: what regions, settlements and forces see (LINE_OF_SIGHT), and what each playable faction
has seen (CAMPAIGN_SHROUD).
Characters see a disk of their agent’s sight radius, and settlements one of a colonel’s, as the game does. The vision of regions, sea regions and the shroud are approximations: the game’s exact rules aren’t known, and it recomputes vision while playing.
The shroud also lists the settlements a faction doesn’t see yet (CAMPAIGN_SHROUD_FILLERS), each with what it
would reveal, grouped by the tile of a 16x16 split of the map that holds them. The AI needs them to deal with
other factions. A settlement reveals the cells within two hexes of the zones of its primary slots, inside the
bounds of those zones widened by [FILLER_MARGIN]. Verified on Attila’s main campaign: 150 of 186 settlements
reveal exactly what the game’s do (the rest differ by a few cells at the edges of the bounds, whose vertical
extent the game takes from elsewhere).
Structs§
- Sight
Plan - Vision of the regions and settlements of the world.
Functions§
- write_
line_ of_ sight - Writes a
LINE_OF_SIGHTrecord under a parent record: whether it sees, the world bounds of what it sees and the area itself. Without an area, it sees nothing and has no area. - write_
shroud - Writes the shroud of a playable faction (
CAMPAIGN_SHROUD): everything it sees is also what it has seen, and the settlements it doesn’t see fill it later.