LoboStele wrote:
Easiest way to determine things like this is to look at the angle. If you run a straight 45 degree angle (basically, from corner to opposite corner), then you will see that the two corners you're drawing LOS to/from, create a perfect 45 degree angle, which automatically means it clips those wall corners in the middle of the map.
If you count squares from the attacker to the target, you will see it is the exact same number of squares 'up' as 'over' which means it's a perfect 45 degree angle.
No shot allowed.
Yup. This is the way to check diagonals. And it works for any up/over ratio aside from the 1:1 that creates a 45 degree angle just to add on to what LoboStele is saying.
You can do 2x3, 1x4 or whatever to find the series of corners that are the "perfect diagonal" and block LOS. Then you just figure out whether the target in question falls on the legal or illegal side of the "perfect diagonal" series of corners.
Does that make sense without visuals?