Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: escape door (one sided traffic)  (Read 471 times)

iridian

  • Escaped Lunatic
    • View Profile
escape door (one sided traffic)
« on: April 10, 2017, 11:50:45 am »

Hey,

I've been having trouble with using burrows to define the area where my dwarves are allowed to go.
The problem is mainly because my forts don't look like anything like a normal fort.
So painting burrows is always a paintstaking thing to do.

I'd like to propose the following replacement which could be toggled on or off:

A 2x2 (4) tile with arrows. (or 1x1 (1) tile)

Example A:
 > >
 > >

 or

Example B:

 ^ ^
 ^ ^


In the case of example A the dwarves will only be able to move from left to right
In the case of example B the dwarves will only be able to move from bottom to up

Moving in the other direction should be treated as 'not possible'.
Sort of like an "escape door" that has a pushbar on one side but not on the other side.

Possible additions:

If wanted the 'door' could be set open in the open position that would allow traffic to happen from both sides untill 'closed' and then it will resume the normal one way traffic ability

Squads could have the ability to open the door from both sides (with a key for all I care) so they could ignore the 'closed' restriction

Ability to do a checkup of sorts that makes dwarves check if they are on the correct side of the door (in = ok, out = path to in)


The idea for 2x2 is so that it works as a double safety door and dwarves won't try to path trough it when one of only two doors ' O >' or '> O' is open instead of the one of one door in the case of ' > ' or 'O'.

This opens possibilities to make hauling routes/define certain areas restricted.

Any thoughts?
« Last Edit: April 10, 2017, 12:01:04 pm by iridian »
Logged

breadman

  • Bay Watcher
    • View Profile
Re: escape door (one sided traffic)
« Reply #1 on: April 10, 2017, 02:32:37 pm »

Actual one-way paths won't work due to a connectivity optimization on pathfinding: It won't even start the A* algorithm unless the two points are known to be connected.  (This is also why the game can seem to pause for a bit when two large areas get connected or disconnected.)

However, one-way traffic designations could work well, at a memory cost of at least one more bit per tile.
Logged
Quote from: Kevin Wayne, in r.g.r.n
Is a "diety" the being pictured by one of those extremely skinny aboriginal statues?

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: escape door (one sided traffic)
« Reply #2 on: April 10, 2017, 08:01:32 pm »

I've been having trouble with using burrows to define the area where my dwarves are allowed to go.
The problem is mainly because my forts don't look like anything like a normal fort.
There are no normal forts! But maybe you could use the burrows differently to achieve the same goal. Ask in the Gameplay/DwarfMode area.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.