![]() All buildings except the fountain and infirmary use the same point for entry and exit (the one that a fountain uses for its exit). The program searches the surrounding tiles in the order shown (starting at 1 and counting up) and stops when it finds a tile that contains a road. The following diagram shows the exit and entry points for fountains and infirmaries: The point where walkers exit is the same as for other buildings, but the rule for where they re-enter the building is different. Fountains and infirmaries are an exception to this. Here is why it works:įor most buildings, the point at which walkers enter and exit is the first road tile touching the building (not just on a corner) that you find when searching clockwise from the north corner. I believe the block as he posted it has north at the top right of the diagram. Nimlot Persson: MarvL's fountain and infirmary should work but only in certain orientations. This is an excerpt from the first of three articles about Two Worlds Collide. ![]() The 12 o'clock position is ignored when the Water Carriers and Hygienists begin their tour, but once they've gone 27 tiles they'll look for the shortest return path, including consideration of the 12 o'clock position which is intentionally on a different roadway segment. Note that we're using an artificial loop to extend the coverage of the Random Walkers for the Fountain and Infirmary.
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