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Author Topic: Best Pathfinding/FPS fortress - unconventional idea -  (Read 10982 times)

zzedar

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Re: Best Pathfinding/FPS fortress - unconventional idea -
« Reply #30 on: February 07, 2012, 01:25:09 pm »

One interesting thing about the pathfinding algorithm: if a dwarf (or anything else) is heading towards something on the same z-level, he'll go diagonally until he lines up with it orthogonally, and then go straight towards it. So when trying to get from point A to point B, he'll try for a path that looks something like this:
Spoiler (click to show/hide)
The thing is, this isn't symmetrical. The path from B to A will be different than the path from A to B. In theory, this could be used to make one-way hallways to reduce traffic problems, though I haven't actually tested this.
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Meph

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    • worldbicyclist
Re: Best Pathfinding/FPS fortress - unconventional idea -
« Reply #31 on: February 07, 2012, 06:46:24 pm »

That has been done before, make a 3 tile pathway that looks like this:

#################################################
   #                                                                                           
     #                                                                                     #
                                                                                              #
#################################################

Every dwarf coming from the left will walk the lowest tiles, every dwarf from the right will walk the highest tile. Center should remain free most of the time.
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