Improve robustness for line of sight function #1936
Merged
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Previously, for the case where the
distance
between theobserver
andtarget
is zero the function will crash with a Division by Zero Error. This error can happen if someone designs a chasing enemy that ends up at the players location. I added a check will return True indicating there is line of sight in such a case.Perhaps this should instead be a configurable option?
Additionally, the Line of Sight function did not ensure that we have a positive non-zero value for the check resolution. I added a check that will raise a value error in such a case.