I was building a little roguelike-ish sort of game for myself to test my understanding of Raylib. I was using as few external resources as possible outside of the cheatsheet for functions, including avoiding AI initially.
I ran into my first issue when trying to determine line of sight. I was naively simply calculating a line along the grid and tagging cells for vision if they didn't hit a solid object, but this caused very inconsistent sight. I tried a number of things on my own and realized I had to research.
All of the search results I found used Raycasting, but I wanted to see if my original idea had merit, and didn't want to do Raycasting. Finally, I gave up my search and gave copilot a function to fill in, and it used Bresenham's Line Algorithm. It was exactly what I was looking for, and also, taught me why my approach didn't work consistently because there's a small margin of error when calculating a line across a grid that Bresenham accounts for.
Most people, however, won't take interest in why the AI answer might work. So while it can be a great learning tool, it can definitely be used in a brainless sort of way.