Convert wmDOT into a GameScript, (...)
I've considered this and even started working on a conversion, and had it running, but ran into issues as at the time because GameScripts couldn't build tunnels or bridges, and couldn't remove road tiles. I think the tunnels and bridges issue has been fixed, but I don't know if road removal works yet. Can anyone confirm that GameScripts can remove roads?
Or, build highways with one-way signs only every X tiles. Eg. every 3-4 tiles. That then allows players, towns or AIs to add junctions if they wish.
More junctions/motorways: Surely not every tile needs to be one-way? If every 4th tile (say) was one-way, this would still ensure that the road was used correctly, while still allowing other roads to be connected to the motorway.
I'm thinking out loud trying to figure out what problems I might run into... the biggest one that comes to mind is that if I run the pathfinder in one direction, built the road with one-ways every few titles, and then run the pathfinder the other direction, what's to keep the two directions from continually merging and un-merging? (see picture below) Or worse yet, put a one-way arrow on the common (merged) piece effectively rendering the whole road one-way?
McAlpine & Co., 31st Jan 1950.png [ 91.83 KiB | Viewed 3558 times ]
One option is to build a pathfinder that finds both directions at the same time (I know one of the AI's does that for rail pathfinding). This would probably help for pathfinding speed, but would require me to write (or heavy modify) a new pathfinder. One idea I've been playing with is a sort of 'meta-pathfinder' that would break longer pathfinding tasks into finding shorter paths between a series of grid points; maybe that could be easily expanded... Unfortunately, no code for that has been written yet either.
Thanks for taking an interest and helping me problem solve!
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v13 - An AI that doubles as your highway department