Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Logical one way hallway  (Read 1030 times)

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Logical one way hallway
« on: February 14, 2011, 05:10:13 pm »

So I was doing some random tinkering when BANG! I got hit by a fey mood and am working furiously to bring a great boon to all of dwarfkind. Unfortunately, I'm not sure what the logic for a dwarf pathing form one area to another is, so....

We all know the classic and classy 3x20 entrance tunnel with stairs at the end:

Spoiler (click to show/hide)

So what if I added stairs at the beginning of the tunnel

Spoiler (click to show/hide)

And a tunnel to go with them?

Spoiler (click to show/hide)
Theoretically, shouldn't dwarfs coming from the fortress take the stairs closest to the fortress up before crossing the tunnel, and dwarfs coming in take the stairs furthest from the fortress down, thus essentially making a one way tunnel? It's the same distance either way, it's just the matter of whether dwarfs will cross Z levels before X/Y, vice versa, or neither.

I haven't tried it out, but it sounds like a plausible idea.
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

fervor

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #1 on: February 14, 2011, 05:48:05 pm »

Your logic makes sense.  Shouldn't take much effort to test it.

Hmm...not quite sure I see a need for it, though.
Logged

sdrawkcabcM tsirU

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #2 on: February 14, 2011, 06:19:18 pm »

To keep traffic from clogging that 3x20, I would imagine. I rarely have trouble with a width of 3, personally, but I guess if it is a problem, that's as good a solution as any, if not better.
Logged

Buttery_Mess

  • Bay Watcher
  • 11x11
    • View Profile
Re: Logical one way hallway
« Reply #3 on: February 14, 2011, 06:32:17 pm »

It would be nice if toady added a traffic designation thingy for can't go north, can't go down, can't go east etc. that could stack. Or maybe one-way doors.
Logged
But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.
Quote from: Toady One
Naturally, we'd like to make life miserable for everybody, randomly, but that'll take some doing.

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Re: Logical one way hallway
« Reply #4 on: February 14, 2011, 06:55:19 pm »

If dwarfs are only moving in one direction, I could make a 1x20 tunnel entrance that would be a lot easier to defend.
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

Hans Lemurson

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #5 on: February 14, 2011, 08:43:34 pm »

I am failing to see how this causes asymmetric pathing.  It sounds vaguely similar to suggestions that people travelling North should drive on the right-side of the road while people travelling South should drive on the left-side.
Logged
Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Logical one way hallway
« Reply #6 on: February 14, 2011, 08:47:33 pm »

It would be nice if toady added a traffic designation thingy for can't go north, can't go down, can't go east etc. that could stack. Or maybe one-way doors.

This is on the EVS thread.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Lagslayer

  • Bay Watcher
  • stand-up philosopher
    • View Profile
Re: Logical one way hallway
« Reply #7 on: February 14, 2011, 09:43:03 pm »

I am failing to see how this causes asymmetric pathing.  It sounds vaguely similar to suggestions that people travelling North should drive on the right-side of the road while people travelling South should drive on the left-side.

It sounds good in theory, but some dwarves are faster than others and there would be a lot of dwarves stopping to let the faster ones go by.

white_darkness

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #8 on: February 14, 2011, 10:07:44 pm »

They'd just take whichever set of stairs is closest to them when drawing a path from point A to point B.  It's why they hug corners.

Sort of like my current fortress since there's maybe 30 tiles to the south of the entrance almost everybody leaves on the north side.  And they re-enter on the north side.
Logged

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Re: Logical one way hallway
« Reply #9 on: February 14, 2011, 10:18:24 pm »

I need to start a new fortress to test it out for myself :/

The main purpose I want this is so my 80+ dwarfs and 20+ militia aren't bumping into each other in the hallways when I get sieges, or more general that dwarfs leaving the fortress aren't bumping around dwarfs exiting the fortress. If it does work, I'll implement it around my fortress and create a round-robin style fortress. I've already tracked the goods from stockpile-workshop-stockpile-workshop so I know how they move about, I just need a system to better control how the dwarfs move about.

I've already decentralized the main stairwell in a windmillish fashion. I'm currently experimenting with decentralizing dwarfs with a main dining room or sub dining rooms, the workshops work fine I just had a bit of problem with (not thinking about) the stockpiles but that's cleared up now. It's just the entrance, I could decentralize that as well but then I'm looking at 2-4 times the number of traps/dogs to guard it.

Hrm....four entryways that lead to a central fortress....maybe if they were inverted entrances :/
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

white_darkness

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #10 on: February 14, 2011, 10:58:06 pm »

Had to re-read it but I think I get what you're saying now.

So you're essentially talking about from a sideview

Code: [Select]
              _________
Fortress <~~~x_________x

I'll have to look at a section of hallway I have that is pretty much that layout with two hallways that overlap each other for a few segments with stairways every 13 steps.

I can't remember what they do, but my first thought would be that it'd be just that much more to defend.

And just took a look at what I have already in existence and it looks like they prioritize z-level movement over horizontal, since I have a section of hallways that's approximately like this

Code: [Select]
                       ________ _______ Entrance~~~>
Kitchens <~~~ ________x________x
Storage <~~~ x________x

Coming in from the entrance heading for the kitchens or storage, they'll take the stairwell closest to the entrance and going out they take the one closest to the kitchens or storage.

Got to love the difficulties of trying to explain 3 dimensions with 2 dimensional representations.

With the x's being the stairwells of course. :)
« Last Edit: February 14, 2011, 11:15:16 pm by white_darkness »
Logged

ext0l

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #11 on: February 14, 2011, 11:29:57 pm »

This is interesting.  :o
I will wait for the results.

Here is a somewhat relavent article from 40d
It partially works in 2010.
Logged

bobhayes

  • Bay Watcher
    • View Profile
Re: Logical one way hallway
« Reply #12 on: February 14, 2011, 11:45:37 pm »

The main purpose I want this is so my 80+ dwarfs and 20+ militia aren't bumping into each other in the hallways when I get sieges, or more general that dwarfs leaving the fortress aren't bumping around dwarfs exiting the fortress.

It sounds like it would be easier to accomplish this with burrows. Make the corridor four tiles wide, and make a burrow that includes the world but not the south lane, and another burrow that includes the world but not the north lane. Then assign your military dwarves to one and your civilians to the other. From what I've seen, while burrows are not an absolute bar to dwarf movement, they'll move within their burrows whenever that's possible.
Logged