pub fn check_line_of_sight(
name: &str,
agent_pos_key: &str,
target_pos_key: &str,
obstacles_key: &str,
obstacle_radius: f32,
max_range: f32,
) -> BehaviorNodeExpand description
Condition: can agent see target?
A simplified LOS check: reads the agent position and target position from
the blackboard, then tests a list of obstacle positions stored under
"{obstacles_key}" (a BlackboardValue::List of Vec3 entries).
For each obstacle sphere (radius obstacle_radius), the check performs a
ray-sphere intersection. If any obstacle blocks the ray, returns Failure.
For games with a custom LOS system, replace this function with one that calls into your spatial query API — the signature is identical.