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Author Topic: Changing the pathing calculation in regards to fires.  (Read 391 times)

Relicspread

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Changing the pathing calculation in regards to fires.
« on: December 09, 2023, 08:30:24 am »

One of the biggest causes for lag spikes I have found is when dwarves have their paths blocked by fire. Would it be possible to change the pathing calculation to treat fires like wall or such? Essentially treating everything on the other side as fully unreachable and have the dwarf (or other agent) do something else while the fire is on going so I don't have to wait for the fire at <1FPS. The situation gets a bit trickier when a soldier is locked in combat with a fire generating creature since it might get weird for soldiers to suddenly ignore combat for a bit. But this second case is also the only case the player can't get around with burrows and other methods of controlling dwarf movement and can be run ending in some bad cases.

Or maybe creatures can get an ability to jump though fires? or some other method of getting to the other side of it? Any way to not have their decision making short circuit.
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Putnam

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Re: Changing the pathing calculation in regards to fires.
« Reply #1 on: January 09, 2024, 10:49:30 pm »

The problem is at least partially because it's being treated as a wall, which requires flood filling to separate the map into accessible bits, the "unreachable" part there, which is itself a major cause of FPS loss (if you have FPs drops due to liquids, this is what's causing it).