Whether one point in a sector map can see a body: the straight line between them must pass through every opening it crosses, between floor and ceiling.
Cauldron2D.Sectors.Sight.visible?(world, {x, y, eye_z}, %{x: tx, y: ty, z: tz, height: 56.0})world is %{map:, blockmap:, sectors:} as Cauldron2D.Sectors.Move takes it. The
look is a wedge from the eye to the target's feet and head; each opening crossed narrows
it by its floor and its ceiling, and a one-sided line or a closed opening ends it. Bodies
never block sight.
A level may carry a table of sector pairs known never to see each other; pass it as
reject: {bits, sector_count} and those pairs are answered at once.
Summary
Functions
Whether eye — {x, y, z} — sees any of target. See the moduledoc.