It can be easily achieved using a concept in vector math called a point product.
http://en.wikipedia.org/wiki/Dot_product
It may seem intimidating, but it is not so bad. This is the most correct way to solve the problem with FOV, and the beauty is that the same math works regardless of whether you are dealing with 2D or 3D (which is when you know that it is right).
(NOTE: If something is unclear, just ask in the comments section and I will use the missing links.)
Steps:
1) You need two vectors, one is the direction vector of the main reservoir. The other vector that you need is derived from the position of the tank in question and the main tank.
For our discussion, suppose that the header vector for the main tank (ax, ay) and the vector between the main position of the tank and the target tank (bx, by). For example, if the main tank is located at (20, 30), and the tank is at (45, 62), then the vector b = (45-20, 62-30) = (25, 32).
Again, for discussion, suppose that the main tank header vector is (3.4).
The main goal here is to find the angle between these two vectors, and a point product can help you with this.
2) A point product is defined as
a * b = | a || b | owls (angle)
reads as (point product) b, since a and b are not numbers, they are vectors.
3) or expressed another way (after some algebraic manipulations):
angle = acos ((a * b) / | a || b |)
the angle is the angle between the two vectors a and b, so only this information can tell you whether one tank can see the other or not.
| | - the value of the vector a, according to the Pythagorean theorem, is simply sqrt (ax * ax + ay * ay), the same applies to | b |.
Now the question is, how do you know a * b (point product b) to find the angle.
4) Salvation comes. It turns out that this point product can also be expressed as follows:
a * b = ax * bx + ay * by
So, the angle = acos ((ax * bx + ay * by) / | a || b |)
If the angle is less than half your FOV, then the tank in question is in view. Otherwise, it is not.
So, using the examples above:
Based on our sample numbers:
a = (3,4) b = (25, 32)
| | = sqrt (3 * 3 + 4 * 4)
| b | = sqrt (25 * 25 + 32 * 32)
angle = acos ((20 * 25 + 30 * 32) / | a || b |
(Remember to convert the resulting angle to degrees or radians, if necessary, before comparing it with your FOV)