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Author Topic: Profession based traffic restrictions.  (Read 1004 times)

Linkxsc

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Profession based traffic restrictions.
« on: October 07, 2014, 05:00:53 pm »

Hi there. So ive been messing around with more fps efficient forts (on top of more efficient workflow, and the 2 concepts start to merge after a bit)

Now, my suggestion here, is 2fold. A large boost to fps can be gained by putting restricted access to the surface, which has caused some spikes in lag when i start designating lots of woodcutting/hauling. (I am assuming that this is them starting to check the main entrance to the fort for path, they hit the restricted area, and then they start looking all over the surface level of my fort for a way to get out, and this wastes a bit of cpu time)
The idea comes up that that "restricted" designation would add pathfinding cost to everyone who doesnt currently have the woodcutting or wood hauling labors set.

This could also extend to other professions just as easily. Dont need farmers hanging around in my mines. Dont need the metalsmiths hanging around on my farms.

Ofcourse military ignores all these restrictions because they gotta get places.
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heydude6

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Re: Profession based traffic restrictions.
« Reply #1 on: October 07, 2014, 07:26:48 pm »

I like this idea a lot
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smjjames

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Re: Profession based traffic restrictions.
« Reply #2 on: October 07, 2014, 07:59:29 pm »

Wouldn't burrows have the same effect here?
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Linkxsc

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Re: Profession based traffic restrictions.
« Reply #3 on: October 07, 2014, 08:34:54 pm »

See, they might, but at the same time, perhaps not. Burrows are great, but are kinda complex to set up and a lot of players I find ahve a lot of trouble with them. At the same time, Unless you designed your fort from scratch around the burrows, when your dwarves are moving from burrow to burrow (or to different nonconnected areas of the same burrow) they often run pathing through areas they really shouldn't be bothering pathing through.

Sorry if the blurb below doesn't make a great amount of sense, I'll do a screenshot later when I get on my computer and try to make it clearer.

Like say your fort is built around a set of + shaped corridors, with the corners filled in with workshops, stockpiles and such. I've seen very many forts like this. Say your dorf is starting at a stair at the north end of the cross. And hes heading to the southwest corner to get to his workshop after grabbing some stuff from a different floor, near the north stair. He gets to our floor on the north stair, and he starts trying to path down the corridor, and assuming you also have workshops in the northwest corner, he'll try to path through those.
Either way, he'll most likely move exactly the same distance to get to his destination, but he possibly spent 2-3x as much time trying to path there as if there were straight corridors without any other ways around. Adding a restricted to the doorways into the shops in the northwest will make the pathfinder ignore pathing into them quite well, and this saves time. The problem comes in when I also have HIS workshop "restricted" so other dwarves don't try to path through it. CAuse as the pathing gets up to the doorway and slams into the "restricted", the game gets upset, and has him try to path around and find a less "costly" way to get to the destination. This will cause the algorithm to sometimes go back and try repathing through all those workshops in the northwest. Eventually he will still end up going to his workshop and getting his job done. But there is the fact that he often spends MORE time pathing there than he would have if I had no restricted traffic areas.

Purpose for this change is so that when I put those "restricted" or "low traffic" squares on the doorways. It'll take some initial micromanagement, but after that, all it will be is telling this guy to be a mason on dwarf therapist. He'll ignore the northwest workshop areas that take a while to path through with all the doorways, and instead will charge down the corridor straight to his workshops door, which everyone else will see as restricted, but he'll see it as high traffic.


Sorry if its confusing, I'll do a screenshot later.
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Antsan

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Re: Profession based traffic restrictions.
« Reply #4 on: October 08, 2014, 05:55:14 am »

I like this idea a lot
So do I. The clarification in the last post makes it sound even better.
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GavJ

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Re: Profession based traffic restrictions.
« Reply #5 on: October 09, 2014, 11:52:14 am »

This is literally just burrows... I mean it has a slightly better UI format suggestion, but we should just add that to burrows, then (by job not just by person), rather than having two confusingly, weirdly redundant things for personal assignment to an area versus job assignment to an area.

Yes burrows are slightly complicated, but so would restricted traffic be more complicated if you started adding these bells and whistles. It's not any different.
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Dirst

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Re: Profession based traffic restrictions.
« Reply #6 on: October 09, 2014, 12:05:46 pm »

This is literally just burrows... I mean it has a slightly better UI format suggestion, but we should just add that to burrows, then (by job not just by person), rather than having two confusingly, weirdly redundant things for personal assignment to an area versus job assignment to an area.

Yes burrows are slightly complicated, but so would restricted traffic be more complicated if you started adding these bells and whistles. It's not any different.
Burrows restrict where the creature can get tasks, traffic designations restrict where the creature can walk.  They're not the same thing... though if someone could figure out how to unify the concepts into one intuitive interface, that would be grand.

And then driven out of town for being un-DF-like...
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GavJ

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Re: Profession based traffic restrictions.
« Reply #7 on: October 09, 2014, 01:41:39 pm »

Right, but what the OP is actually talking about in the OP is all about job taking -- woodcutting labors causing people to run around on the surface, etc. 

If for some weird reason, you had two different forts with no underground connection, then people might also be walking in between without having jobs outside, and there would be a functional difference between the two. But that's really stretching it.




Also, yes, I think they are really easy to combine -- No walking zones alone can handle both duties easily. And if we are given the ability to make them ACTUALLY no walking zones (as in, treated exactly like walls), then you could do all the things you want to do with one type of zoning. And yes, sure, optional labor-specific or dwarf-specific boolean logic on it too, if you want.

Not being able to walk to a workshop = not being able to take a job there.

Add in an option for flood fill within a specified cuboid instead of just raw manual cuboids, and you have yourself a much easier system that you can stake out in 1/10th the time and confusion as now.
« Last Edit: October 09, 2014, 01:43:19 pm by GavJ »
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.