grid-los-traversal-contract

Calculate deterministic Line of Sight on square or hexagonal grids with obstacles.

2|Updated Feb 22, 2026
One-click install
npx skills add https://github.com/DubDev720/gdref --skill grid-los-traversal-contract
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: grid-los-traversal-contract
Source: https://github.com/DubDev720/gdref/tree/main/godot-skills/godot-tertiary/grid-los-traversal-contract
Command: npx skills add https://github.com/DubDev720/gdref --skill grid-los-traversal-contract

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill provides a deterministic way to calculate Line of Sight (LOS) on grid-based maps, ensuring consistent and reproducible visibility checks in game development or simulations.

Core Features & Use Cases

  • Grid-based LOS: Calculates visibility on square or hexagonal grids.
  • Topology & Obstacles: Explicitly defines grid topology and obstacle semantics.
  • Use Case: In a turn-based strategy game, determine if an enemy unit is visible to a player's unit on a tiled map, considering terrain obstacles.

Quick Start

Use the grid-los-traversal-contract skill to check visibility between cell A and cell B on a square grid with obstacles.

Frequently Asked Questions about grid-los-traversal-contract

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I calculate deterministic line of sight on a grid for my game?

Deterministic line of sight on a grid is calculated by applying explicit traversal algorithms across square or hexagonal topologies, ensuring reproducible visibility checks between two points while handling obstacles.

Can I check visibility on hexagonal grids using this traversal approach?

Yes, this visibility traversal approach explicitly supports both square and hexagonal grid topologies, applying deterministic policies to ensure consistent visibility calculations across different map layouts.

How does grid topology affect obstacle semantics during LOS traversal?

Grid topology and obstacle semantics are explicitly separated in this LOS traversal approach, defining discrete map layouts and handling terrain obstacles to ensure visibility checks remain deterministic and reproducible.

What is the best way to handle reproducible visibility checks in turn-based strategy games?

Reproducible visibility checks in turn-based strategy games are best handled using deterministic grid traversal algorithms, which calculate line of sight consistently by explicitly defining topology policies and obstacle semantics.

Why do my line of sight calculations return inconsistent results across grid cells?

Line of sight calculations return inconsistent results when topology policies and obstacle semantics are not explicitly defined, making deterministic grid traversal necessary to enforce reproducible visibility checks.