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Author Topic: Suggested tweaks to pathfinding / dwarf behavior  (Read 670 times)

ptb_ptb

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Suggested tweaks to pathfinding / dwarf behavior
« on: November 22, 2014, 08:48:02 am »

OK, path finding is a pretty complicated thing, about which I know very little. I do, however, suspect the following might make lives a little better (longer) for dwarves in DF.

1. Dwarves don't like standing on areas designated to be /deconstructed/channelled/built upon (but will if they have to to do a job).
2. Dwarves prefer not to walk on areas designated to be /deconstructed/channelled/built upon (but will if they have to to do a job/get somewhere).
3. Dwarves have a slight preference not to change z-levels (e.g. if they have a choice between
- NE(and down) -> N(and up)
vs
- N -> NE
they will prefer the second of the two.

It is my hope that this would result in less accidentally drowned dwarves and obstructed building/construction.
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MrWiggles

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Re: Suggested tweaks to pathfinding / dwarf behavior
« Reply #1 on: November 23, 2014, 12:38:19 am »

We just had a thread about this.

1 and 2 aren't pathfinding issues.

3 can be done by the player, by placing Pathing Costs on stairs.
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GavJ

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Re: Suggested tweaks to pathfinding / dwarf behavior
« Reply #2 on: November 23, 2014, 01:30:17 am »

#1 I agree is not pathfinding. Start and end locations (the only places they'd be "standing around") are determined outside the pathfinding algorithm.

#2 is pathfinding. It's a matter of just implied additional pathing cost.

#3 is, but I disagree about the suggestion. Dwarves are just as likely to die going horizontal in other situations instead of vertical. This soudns like just an artifact of z levels being poorly visible. That should be fixed by making z levels easier to view, not hobbling the entire game around the mediocre existing graphics feature.
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