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Author Topic: Reverse Burrows  (Read 4025 times)

Hyndis

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Re: Reverse Burrows
« Reply #15 on: July 27, 2010, 03:28:24 pm »

Along these lines another traffic designation would be nice to have. Make something like restricted, but its actually restricted. That tile would function like a wall. Nothing can path through there, no matter what. No exceptions.
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nbonaparte

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Re: Reverse Burrows
« Reply #16 on: July 27, 2010, 03:32:35 pm »

Along these lines another traffic designation would be nice to have. Make something like restricted, but its actually restricted. That tile would function like a wall. Nothing can path through there, no matter what. No exceptions.
you could do something similar by putting a ridiculous path cost on existing restricted zones, like 10000 or someting.
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Hyndis

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Re: Reverse Burrows
« Reply #17 on: July 27, 2010, 03:35:21 pm »

Along these lines another traffic designation would be nice to have. Make something like restricted, but its actually restricted. That tile would function like a wall. Nothing can path through there, no matter what. No exceptions.
you could do something similar by putting a ridiculous path cost on existing restricted zones, like 10000 or someting.

They will still path through them though if that is the only way to their destination.
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smariot

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Re: Reverse Burrows
« Reply #18 on: July 27, 2010, 04:09:01 pm »

What we need are meta burrows, constructed by using boolean operations to combine other burrows.
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Eugenitor

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Re: Reverse Burrows
« Reply #19 on: July 27, 2010, 07:01:31 pm »

How about just a burrow with a toggle.
Only allow those on list.
Only forbid those on list.

Seconded.

The thing I mainly want to use this for is simply "Stay the hell out of this area". This includes entrances during sieges and other Fun things where any dwarf pathing through there is a dead dwarf.
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Solace

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Re: Reverse Burrows
« Reply #20 on: July 27, 2010, 07:13:27 pm »

Come to think of it, I'd also like a nice button for "require all" or "restrict all", because toggling 50+ dwarves gets old fast.
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sweitx

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Re: Reverse Burrows
« Reply #21 on: July 27, 2010, 10:46:25 pm »

Or a system to do flood fill.
Allow you to define burrow boundary, then flood-fill to create a burrow that don't go pass said boundary (for example, you set boundary at your various entrance, select a point in your meeting room to designate from, voila, safe burrow for civilians).
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Sunken

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Re: Reverse Burrows
« Reply #22 on: July 28, 2010, 08:15:05 am »

Along these lines another traffic designation would be nice to have. Make something like restricted, but its actually restricted. That tile would function like a wall. Nothing can path through there, no matter what. No exceptions.
you could do something similar by putting a ridiculous path cost on existing restricted zones, like 10000 or someting.

They will still path through them though if that is the only way to their destination.

This. Lots of people don't understand this point, but it's an immutable fact of life with the DF pathfinding system. As long as there is some way around the nobles' dining room, the dwarf will not enter it with this system, but if there isn't, he will, and he'll search the entire map before doing so, causing horrible performance. It's a qualitative limitation that requires fundamental alterations to the pathfinding system.
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nbonaparte

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Re: Reverse Burrows
« Reply #23 on: July 28, 2010, 08:17:31 am »

Not a fundamental alteration, just making the algorithm see the 'really restricted' zone as a wall.
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3

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Re: Reverse Burrows
« Reply #24 on: July 28, 2010, 08:20:51 am »

Even if a fix is really that simple, there are other significant - to say the least - changes that need to be made to the pathfinding system which will most likely result in the entire thing being rewritten (supposedly to coincide with the Army Arc). So regardless, noncritical changes to the core pathfinding system will probably end up waiting until then.
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Sunken

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Re: Reverse Burrows
« Reply #25 on: July 28, 2010, 08:30:31 am »

Not a fundamental alteration, just making the algorithm see the 'really restricted' zone as a wall.
Not so easy, 'fraid. Because you have to make different units see the same tile differently.
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nbonaparte

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Re: Reverse Burrows
« Reply #26 on: July 28, 2010, 08:56:41 am »

Ah, right. Invaders and animals. And a check to see if a unit wasn't a civ member becomes processor intensive when it's done over every unit. Hmm.
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sweitx

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Re: Reverse Burrows
« Reply #27 on: July 28, 2010, 09:14:51 am »

Ah, right. Invaders and animals. And a check to see if a unit wasn't a civ member becomes processor intensive when it's done over every unit. Hmm.

The difficulty, acoording to Toady, is that currently ALL unit uses the same path-map to probably save on cache load.
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Hyndis

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Re: Reverse Burrows
« Reply #28 on: July 28, 2010, 04:41:40 pm »

Not a fundamental alteration, just making the algorithm see the 'really restricted' zone as a wall.

Pretty much.

This of course brings up the interesting prospect of being able to erect force fields instantly. Will zoning something as absolutely restricted also effect things like goblins?

Probably not, seeing as animals and off-map creatures don't follow existing traffic zoning anyways, allowing for the creation of automated kitten traps. How will the pathfinding system react to such an invisible wall?

It could be an interesting feature, I'm just not sure if that would have too many side effects to be worthing using.
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NRN_R_Sumo1

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Re: Reverse Burrows
« Reply #29 on: July 29, 2010, 02:55:28 pm »

Not a fundamental alteration, just making the algorithm see the 'really restricted' zone as a wall.

Pretty much.

This of course brings up the interesting prospect of being able to erect force fields instantly. Will zoning something as absolutely restricted also effect things like goblins?

Probably not, seeing as animals and off-map creatures don't follow existing traffic zoning anyways, allowing for the creation of automated kitten traps. How will the pathfinding system react to such an invisible wall?

It could be an interesting feature, I'm just not sure if that would have too many side effects to be worthing using.
Traffic Zones only affect dwarves, and have only ever affected dwarves, this allows for traps where you can have the dwarf take the long path, but the goblin takes the 3 square trapped to hell and back path because he is lazy and doesnt seem to notice dwarves not using it.
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A dwarf is nothing but an alcohol powered beard.
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