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Author Topic: Weighing pathing by temperature  (Read 545 times)

orbcontrolled

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Weighing pathing by temperature
« on: February 16, 2010, 01:33:43 pm »

With more efficient pathfinding hopefully coming soon, what better way to celebrate than to add more crap onto it to reduce its efficiency back to normal?

I suggest that as the difference between the temperature of a tile, and the normal body temperature of a creature becomes greater, the tile should cost more for that creature to path through.

If creatures ever acquire any sense of self-preservation, this same function might also inform them of lethal temperatures, so that they can cancel the job and alert the player.

This would help keep creatures from stumbling dangerously close to lava flows, wandering mindlessly outside in arctic areas, and maybe even help them avoid fire.

Tangentially: If there is any code that lets creatures choose which of several equivalent items to pick up for a task, then all of the above should similarly apply to the temperature of the items.

Semi-related suggestions:
Temperature overview
This would probably have to be implemented shortly before or shortly after, to let the player actually respond to pathing situations brought up by this improvement.
(That is, if someone didn't make a 3rd party utility for it first)
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lucusLoC

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Re: Weighing pathing by temperature
« Reply #1 on: February 16, 2010, 03:24:14 pm »

haha, good idea, but i think we really should wait and see how the pathing rewrite goes first before we bring this kind of thing up again. maybe it could be written to take into account of various different weighting measurements and this can simply be patched in later if the cost is not too much. file it under a bloat.
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