Update Grid TCOD Integration

John McCardle 2026-02-07 23:48:48 +00:00
commit 449fd3bc63

@ -1,453 +1,453 @@
# Grid TCOD Integration
## Overview
McRogueFace integrates with libtcod for FOV (field of view), A* pathfinding, and Dijkstra maps. The integration automatically synchronizes each grid's walkability and transparency properties with an internal `TCODMap`.
**Parent Page:** [[Grid-System]]
**Related Pages:**
- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
- [[Grid-Rendering-Pipeline]] - How FOV affects rendering overlays
- [[Entity-Management]] - Entity perspective and gridstate
**Key Files:**
- `src/UIGrid.cpp` - TCODMap synchronization, FOV, pathfinding
- `src/UIGrid.h` - TCODMap, TCODPath, TCODDijkstra members
---
## The World State Layer
### Cell Properties as World Physics
Each grid cell (GridPoint) has properties that drive TCOD algorithms:
```
Visual Layer (ColorLayer/TileLayer) - What's displayed (colors, sprites)
|
World State Layer (GridPoint) - Physical properties (walkable, transparent)
|
Perspective Layer - Per-entity knowledge (FOV results)
```
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
cell = grid.at(10, 10)
cell.walkable = True # Affects pathfinding
cell.transparent = True # Affects FOV
cell.tilesprite = 0 # Visual tile index (legacy)
```
**Automatic Synchronization:** When you set `cell.walkable` or `cell.transparent`, the internal TCODMap is automatically updated. There is no manual sync step required.
---
## Field of View (FOV)
### Computing FOV
FOV determines which cells are visible from a given position:
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
# Make all cells transparent
for x in range(50):
for y in range(50):
grid.at(x, y).transparent = True
grid.at(x, y).walkable = True
# Add some walls
for x in range(20, 30):
grid.at(x, 15).transparent = False
grid.at(x, 15).walkable = False
# Compute FOV from position with radius
grid.compute_fov((25, 25), radius=10)
# Query visibility of specific cells
if grid.is_in_fov((25, 25)):
print("Origin is visible")
if not grid.is_in_fov((25, 5)):
print("Behind wall is not visible")
```
**API:**
- `grid.compute_fov((x, y), radius=N)` - Compute FOV from position
- `grid.is_in_fov((x, y))` - Query if cell is currently visible
### FOV with Fog Overlay
Use a ColorLayer to visualize FOV:
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600), layers=[])
# Create fog overlay above entities
fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid.add_layer(fog)
fog.fill(mcrfpy.Color(0, 0, 0, 255)) # Start fully hidden
# After computing FOV, reveal visible cells
def update_fog(grid, fog, pos, radius=10):
grid.compute_fov(pos, radius=radius)
w, h = grid.grid_size
for x in range(w):
for y in range(h):
if grid.is_in_fov((x, y)):
fog.set((x, y), mcrfpy.Color(0, 0, 0, 0)) # Visible
else:
fog.set((x, y), mcrfpy.Color(0, 0, 0, 192)) # Dim
update_fog(grid, fog, (25, 25))
```
---
## A* Pathfinding
### Finding Paths
Find the shortest path between two walkable cells:
```python
grid = mcrfpy.Grid(grid_size=(30, 30), pos=(0, 0), size=(400, 400))
for x in range(30):
for y in range(30):
grid.at(x, y).walkable = True
# Find path - returns AStarPath object
path = grid.find_path((5, 5), (25, 25))
if path is not None and len(path) > 0:
# Walk the path (consumes next step)
next_step = path.walk()
print(f"Next step: ({next_step.x}, {next_step.y})")
# Peek at next step without consuming
upcoming = path.peek()
# Check remaining steps
print(f"Remaining: {path.remaining}")
# Check endpoints
print(f"From: {path.origin}")
print(f"To: {path.destination}")
```
### AStarPath Object
| Property/Method | Description |
|----------------|-------------|
| `len(path)` | Total steps in path |
| `path.walk()` | Get and consume next step (returns Vector) |
| `path.peek()` | View next step without consuming |
| `path.remaining` | Steps remaining |
| `path.origin` | Start position (Vector) |
| `path.destination` | End position (Vector) |
### Moving Entities Along Paths
```python
player = mcrfpy.Entity(grid_pos=(5, 5), sprite_index=0)
grid.entities.append(player)
# Find path to target
path = grid.find_path(
(int(player.grid_x), int(player.grid_y)),
(25, 25)
)
if path and len(path) > 0:
step = path.walk()
player.grid_x = int(step.x)
player.grid_y = int(step.y)
```
---
## Dijkstra Maps
### Computing Dijkstra Maps
Dijkstra maps compute distances from a goal to all reachable cells. Useful for multi-enemy AI where many entities path toward the same target:
```python
grid = mcrfpy.Grid(grid_size=(30, 30), pos=(0, 0), size=(400, 400))
for x in range(30):
for y in range(30):
grid.at(x, y).walkable = True
# Create Dijkstra map from goal position
dm = grid.get_dijkstra_map((15, 15))
# Query distance from any cell to goal
d = dm.distance((0, 0))
print(f"Distance from (0,0) to goal: {d}")
# Get full path from any cell to goal
path = dm.path_from((0, 0))
print(f"Path length: {len(path)}")
# Get just the next step toward goal
next_step = dm.step_from((0, 0))
print(f"Next step: ({next_step.x}, {next_step.y})")
```
### DijkstraMap Object
| Method | Description |
|--------|-------------|
| `dm.distance((x, y))` | Distance from cell to goal |
| `dm.path_from((x, y))` | Full path from cell to goal |
| `dm.step_from((x, y))` | Next step from cell toward goal |
### Dijkstra vs A*
| Feature | A* (`find_path`) | Dijkstra (`get_dijkstra_map`) |
|---------|-----------------|-------------------------------|
| **Goals** | Single target | Single target, query from anywhere |
| **Computation** | One path at a time | One map, unlimited queries |
| **Use case** | Single entity, single target | Many entities, same target |
| **Performance** | Fast per query | O(n) once, then O(1) per query |
**Rule of thumb:** 1-5 entities -> A* per entity. 10+ entities with same goal -> Dijkstra map.
---
## Entity Perspective System
### Setting Grid Perspective
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
player = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=0)
grid.entities.append(player)
# Assign perspective (property, not method)
grid.perspective = player
# Grid rendering now uses player's FOV for visibility
grid.compute_fov((int(player.grid_x), int(player.grid_y)), radius=10)
```
### FOV Update on Movement
```python
scene = mcrfpy.Scene("game")
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600), layers=[])
fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid.add_layer(fog)
fog.fill(mcrfpy.Color(0, 0, 0, 255))
for x in range(50):
for y in range(50):
grid.at(x, y).transparent = True
grid.at(x, y).walkable = True
player = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=0)
grid.entities.append(player)
grid.perspective = player
scene.children.append(grid)
def update_fov():
"""Call after player moves"""
px, py = int(player.grid_x), int(player.grid_y)
grid.compute_fov((px, py), radius=10)
w, h = grid.grid_size
for x in range(w):
for y in range(h):
if grid.is_in_fov((x, y)):
fog.set((x, y), mcrfpy.Color(0, 0, 0, 0))
def on_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
dx, dy = 0, 0
if key == mcrfpy.Key.W: dy = -1
elif key == mcrfpy.Key.S: dy = 1
elif key == mcrfpy.Key.A: dx = -1
elif key == mcrfpy.Key.D: dx = 1
if dx or dy:
nx = int(player.grid_x) + dx
ny = int(player.grid_y) + dy
if grid.at(nx, ny).walkable:
player.grid_x = nx
player.grid_y = ny
update_fov()
scene.on_key = on_key
update_fov() # Initial FOV
```
---
## Common Patterns
### Opening a Door
```python
def open_door(grid, door_x, door_y):
"""Open door - update world state (auto-syncs to TCOD)"""
cell = grid.at(door_x, door_y)
cell.walkable = True
cell.transparent = True
cell.tilesprite = 2 # Open door sprite
# Recompute FOV if player nearby
px, py = int(player.grid_x), int(player.grid_y)
grid.compute_fov((px, py), radius=10)
```
### Dynamic Obstacle
```python
def boulder_falls(grid, x, y):
"""Boulder blocks cell"""
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False
cell.tilesprite = 3 # Boulder sprite
# TCOD map auto-updated - paths through this cell now invalid
```
### Chase AI with Dijkstra
```python
def update_enemies(grid, player, enemies):
"""Move all enemies toward player using Dijkstra map"""
px, py = int(player.grid_x), int(player.grid_y)
dm = grid.get_dijkstra_map((px, py))
for enemy in enemies:
ex, ey = int(enemy.grid_x), int(enemy.grid_y)
next_step = dm.step_from((ex, ey))
if next_step is not None:
enemy.grid_x = int(next_step.x)
enemy.grid_y = int(next_step.y)
```
### Spatial Queries
```python
# Find entities near a position
nearby = grid.entities_in_radius((int(enemy.grid_x), int(enemy.grid_y)), 5.0)
for entity in nearby:
print(f"Nearby: {entity.name}")
```
---
## Performance Considerations
### FOV Cost
FOV computation time scales with radius and grid size. Only compute when the entity moves:
```python
last_pos = [None]
def update_fov_if_moved():
px, py = int(player.grid_x), int(player.grid_y)
if last_pos[0] != (px, py):
grid.compute_fov((px, py), radius=10)
last_pos[0] = (px, py)
```
### Pathfinding Cost
- Limit search distance for distant targets
- Use Dijkstra maps for many entities with same goal
- Cache paths and recompute only when grid changes
### Cell Property Changes
Setting `walkable` or `transparent` auto-syncs to TCOD. For bulk changes, set all properties first, then compute FOV/paths:
```python
# Set many cells, then compute once
for x in range(100):
for y in range(100):
grid.at(x, y).walkable = compute_walkable(x, y)
# Single FOV computation after all changes
grid.compute_fov((px, py), radius=10)
```
---
## Troubleshooting
### Issue: Pathfinding Returns None
**Causes:**
1. Target is unreachable (blocked by walls)
2. Start or end position is non-walkable
**Debug:**
```python
path = grid.find_path((x1, y1), (x2, y2))
if path is None or len(path) == 0:
print(f"Start walkable: {grid.at(x1, y1).walkable}")
print(f"End walkable: {grid.at(x2, y2).walkable}")
```
### Issue: FOV Doesn't Match Expected
**Cause:** Cell `transparent` property not set correctly.
**Fix:** Ensure walls have `transparent = False`:
```python
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False # Must set both for walls
```
### Issue: Entity Can See Through Glass
Glass cells should block movement but allow sight:
```python
glass = grid.at(x, y)
glass.walkable = False # Can't walk through
glass.transparent = True # CAN see through
```
---
## API Quick Reference
**FOV:**
- `grid.compute_fov((x, y), radius=N)` - Compute FOV from position
- `grid.is_in_fov((x, y))` - Check if cell is visible
**A* Pathfinding:**
- `grid.find_path((x1, y1), (x2, y2))` - Returns AStarPath object
**Dijkstra Maps:**
- `grid.get_dijkstra_map((x, y))` - Returns DijkstraMap object
- `dm.distance((x, y))` - Distance to goal
- `dm.path_from((x, y))` - Full path to goal
- `dm.step_from((x, y))` - Next step toward goal
**Spatial Queries:**
- `grid.entities_in_radius((x, y), radius)` - Find nearby entities
**Perspective:**
- `grid.perspective = entity` - Set FOV perspective entity
**Cell Properties:**
- `cell.walkable` - Bool, affects pathfinding
- `cell.transparent` - Bool, affects FOV
---
**Navigation:**
- [[Grid-System]] - Parent page
- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
- [[Grid-Rendering-Pipeline]] - FOV overlay rendering
# Grid TCOD Integration
## Overview
McRogueFace integrates with libtcod for FOV (field of view), A* pathfinding, and Dijkstra maps. The integration automatically synchronizes each grid's walkability and transparency properties with an internal `TCODMap`.
**Parent Page:** [[Grid-System]]
**Related Pages:**
- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
- [[Grid-Rendering-Pipeline]] - How FOV affects rendering overlays
- [[Entity-Management]] - Entity perspective and gridstate
**Key Files:**
- `src/UIGrid.cpp` - TCODMap synchronization, FOV, pathfinding
- `src/UIGrid.h` - TCODMap, TCODPath, TCODDijkstra members
---
## The World State Layer
### Cell Properties as World Physics
Each grid cell (GridPoint) has properties that drive TCOD algorithms:
```
Visual Layer (ColorLayer/TileLayer) - What's displayed (colors, sprites)
|
World State Layer (GridPoint) - Physical properties (walkable, transparent)
|
Perspective Layer - Per-entity knowledge (FOV results)
```
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
cell = grid.at(10, 10)
cell.walkable = True # Affects pathfinding
cell.transparent = True # Affects FOV
cell.tilesprite = 0 # Visual tile index (legacy)
```
**Automatic Synchronization:** When you set `cell.walkable` or `cell.transparent`, the internal TCODMap is automatically updated. There is no manual sync step required.
---
## Field of View (FOV)
### Computing FOV
FOV determines which cells are visible from a given position:
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
# Make all cells transparent
for x in range(50):
for y in range(50):
grid.at(x, y).transparent = True
grid.at(x, y).walkable = True
# Add some walls
for x in range(20, 30):
grid.at(x, 15).transparent = False
grid.at(x, 15).walkable = False
# Compute FOV from position with radius
grid.compute_fov((25, 25), radius=10)
# Query visibility of specific cells
if grid.is_in_fov((25, 25)):
print("Origin is visible")
if not grid.is_in_fov((25, 5)):
print("Behind wall is not visible")
```
**API:**
- `grid.compute_fov((x, y), radius=N)` - Compute FOV from position
- `grid.is_in_fov((x, y))` - Query if cell is currently visible
### FOV with Fog Overlay
Use a ColorLayer to visualize FOV:
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600), layers=[])
# Create fog overlay above entities
fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid.add_layer(fog)
fog.fill(mcrfpy.Color(0, 0, 0, 255)) # Start fully hidden
# After computing FOV, reveal visible cells
def update_fog(grid, fog, pos, radius=10):
grid.compute_fov(pos, radius=radius)
w, h = grid.grid_size
for x in range(w):
for y in range(h):
if grid.is_in_fov((x, y)):
fog.set((x, y), mcrfpy.Color(0, 0, 0, 0)) # Visible
else:
fog.set((x, y), mcrfpy.Color(0, 0, 0, 192)) # Dim
update_fog(grid, fog, (25, 25))
```
---
## A* Pathfinding
### Finding Paths
Find the shortest path between two walkable cells:
```python
grid = mcrfpy.Grid(grid_size=(30, 30), pos=(0, 0), size=(400, 400))
for x in range(30):
for y in range(30):
grid.at(x, y).walkable = True
# Find path - returns AStarPath object
path = grid.find_path((5, 5), (25, 25))
if path is not None and len(path) > 0:
# Walk the path (consumes next step)
next_step = path.walk()
print(f"Next step: ({next_step.x}, {next_step.y})")
# Peek at next step without consuming
upcoming = path.peek()
# Check remaining steps
print(f"Remaining: {path.remaining}")
# Check endpoints
print(f"From: {path.origin}")
print(f"To: {path.destination}")
```
### AStarPath Object
| Property/Method | Description |
|----------------|-------------|
| `len(path)` | Total steps in path |
| `path.walk()` | Get and consume next step (returns Vector) |
| `path.peek()` | View next step without consuming |
| `path.remaining` | Steps remaining |
| `path.origin` | Start position (Vector) |
| `path.destination` | End position (Vector) |
### Moving Entities Along Paths
```python
player = mcrfpy.Entity(grid_pos=(5, 5), sprite_index=0)
grid.entities.append(player)
# Find path to target
path = grid.find_path(
(int(player.grid_x), int(player.grid_y)),
(25, 25)
)
if path and len(path) > 0:
step = path.walk()
player.grid_x = int(step.x)
player.grid_y = int(step.y)
```
---
## Dijkstra Maps
### Computing Dijkstra Maps
Dijkstra maps compute distances from a goal to all reachable cells. Useful for multi-enemy AI where many entities path toward the same target:
```python
grid = mcrfpy.Grid(grid_size=(30, 30), pos=(0, 0), size=(400, 400))
for x in range(30):
for y in range(30):
grid.at(x, y).walkable = True
# Create Dijkstra map from goal position
dm = grid.get_dijkstra_map((15, 15))
# Query distance from any cell to goal
d = dm.distance((0, 0))
print(f"Distance from (0,0) to goal: {d}")
# Get full path from any cell to goal
path = dm.path_from((0, 0))
print(f"Path length: {len(path)}")
# Get just the next step toward goal
next_step = dm.step_from((0, 0))
print(f"Next step: ({next_step.x}, {next_step.y})")
```
### DijkstraMap Object
| Method | Description |
|--------|-------------|
| `dm.distance((x, y))` | Distance from cell to goal |
| `dm.path_from((x, y))` | Full path from cell to goal |
| `dm.step_from((x, y))` | Next step from cell toward goal |
### Dijkstra vs A*
| Feature | A* (`find_path`) | Dijkstra (`get_dijkstra_map`) |
|---------|-----------------|-------------------------------|
| **Goals** | Single target | Single target, query from anywhere |
| **Computation** | One path at a time | One map, unlimited queries |
| **Use case** | Single entity, single target | Many entities, same target |
| **Performance** | Fast per query | O(n) once, then O(1) per query |
**Rule of thumb:** 1-5 entities -> A* per entity. 10+ entities with same goal -> Dijkstra map.
---
## Entity Perspective System
### Setting Grid Perspective
```python
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
player = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=0)
grid.entities.append(player)
# Assign perspective (property, not method)
grid.perspective = player
# Grid rendering now uses player's FOV for visibility
grid.compute_fov((int(player.grid_x), int(player.grid_y)), radius=10)
```
### FOV Update on Movement
```python
scene = mcrfpy.Scene("game")
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600), layers=[])
fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid.add_layer(fog)
fog.fill(mcrfpy.Color(0, 0, 0, 255))
for x in range(50):
for y in range(50):
grid.at(x, y).transparent = True
grid.at(x, y).walkable = True
player = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=0)
grid.entities.append(player)
grid.perspective = player
scene.children.append(grid)
def update_fov():
"""Call after player moves"""
px, py = int(player.grid_x), int(player.grid_y)
grid.compute_fov((px, py), radius=10)
w, h = grid.grid_size
for x in range(w):
for y in range(h):
if grid.is_in_fov((x, y)):
fog.set((x, y), mcrfpy.Color(0, 0, 0, 0))
def on_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
dx, dy = 0, 0
if key == mcrfpy.Key.W: dy = -1
elif key == mcrfpy.Key.S: dy = 1
elif key == mcrfpy.Key.A: dx = -1
elif key == mcrfpy.Key.D: dx = 1
if dx or dy:
nx = int(player.grid_x) + dx
ny = int(player.grid_y) + dy
if grid.at(nx, ny).walkable:
player.grid_x = nx
player.grid_y = ny
update_fov()
scene.on_key = on_key
update_fov() # Initial FOV
```
---
## Common Patterns
### Opening a Door
```python
def open_door(grid, door_x, door_y):
"""Open door - update world state (auto-syncs to TCOD)"""
cell = grid.at(door_x, door_y)
cell.walkable = True
cell.transparent = True
cell.tilesprite = 2 # Open door sprite
# Recompute FOV if player nearby
px, py = int(player.grid_x), int(player.grid_y)
grid.compute_fov((px, py), radius=10)
```
### Dynamic Obstacle
```python
def boulder_falls(grid, x, y):
"""Boulder blocks cell"""
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False
cell.tilesprite = 3 # Boulder sprite
# TCOD map auto-updated - paths through this cell now invalid
```
### Chase AI with Dijkstra
```python
def update_enemies(grid, player, enemies):
"""Move all enemies toward player using Dijkstra map"""
px, py = int(player.grid_x), int(player.grid_y)
dm = grid.get_dijkstra_map((px, py))
for enemy in enemies:
ex, ey = int(enemy.grid_x), int(enemy.grid_y)
next_step = dm.step_from((ex, ey))
if next_step is not None:
enemy.grid_x = int(next_step.x)
enemy.grid_y = int(next_step.y)
```
### Spatial Queries
```python
# Find entities near a position
nearby = grid.entities_in_radius((int(enemy.grid_x), int(enemy.grid_y)), 5.0)
for entity in nearby:
print(f"Nearby: {entity.name}")
```
---
## Performance Considerations
### FOV Cost
FOV computation time scales with radius and grid size. Only compute when the entity moves:
```python
last_pos = [None]
def update_fov_if_moved():
px, py = int(player.grid_x), int(player.grid_y)
if last_pos[0] != (px, py):
grid.compute_fov((px, py), radius=10)
last_pos[0] = (px, py)
```
### Pathfinding Cost
- Limit search distance for distant targets
- Use Dijkstra maps for many entities with same goal
- Cache paths and recompute only when grid changes
### Cell Property Changes
Setting `walkable` or `transparent` auto-syncs to TCOD. For bulk changes, set all properties first, then compute FOV/paths:
```python
# Set many cells, then compute once
for x in range(100):
for y in range(100):
grid.at(x, y).walkable = compute_walkable(x, y)
# Single FOV computation after all changes
grid.compute_fov((px, py), radius=10)
```
---
## Troubleshooting
### Issue: Pathfinding Returns None
**Causes:**
1. Target is unreachable (blocked by walls)
2. Start or end position is non-walkable
**Debug:**
```python
path = grid.find_path((x1, y1), (x2, y2))
if path is None or len(path) == 0:
print(f"Start walkable: {grid.at(x1, y1).walkable}")
print(f"End walkable: {grid.at(x2, y2).walkable}")
```
### Issue: FOV Doesn't Match Expected
**Cause:** Cell `transparent` property not set correctly.
**Fix:** Ensure walls have `transparent = False`:
```python
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False # Must set both for walls
```
### Issue: Entity Can See Through Glass
Glass cells should block movement but allow sight:
```python
glass = grid.at(x, y)
glass.walkable = False # Can't walk through
glass.transparent = True # CAN see through
```
---
## API Quick Reference
**FOV:**
- `grid.compute_fov((x, y), radius=N)` - Compute FOV from position
- `grid.is_in_fov((x, y))` - Check if cell is visible
**A* Pathfinding:**
- `grid.find_path((x1, y1), (x2, y2))` - Returns AStarPath object
**Dijkstra Maps:**
- `grid.get_dijkstra_map((x, y))` - Returns DijkstraMap object
- `dm.distance((x, y))` - Distance to goal
- `dm.path_from((x, y))` - Full path to goal
- `dm.step_from((x, y))` - Next step toward goal
**Spatial Queries:**
- `grid.entities_in_radius((x, y), radius)` - Find nearby entities
**Perspective:**
- `grid.perspective = entity` - Set FOV perspective entity
**Cell Properties:**
- `cell.walkable` - Bool, affects pathfinding
- `cell.transparent` - Bool, affects FOV
---
**Navigation:**
- [[Grid-System]] - Parent page
- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
- [[Grid-Rendering-Pipeline]] - FOV overlay rendering
- [[Entity-Management]] - Entity gridstate and perspective