So I assume we have all developed methods to deal with this problem especially when moving between layers and buildings, I was hoping some people would brainstorm with me bit on how I can handle this delima.
My Current Storage Function Works Like This:
1. Get Current Coords and Store
2. Identify Town Marker and its offset to the coord in step 1 - All storages are set in code as offsets from this marker
3. Store all items of Type in Nearest not Full Designated Storage Building for that item type
4. Find Marker Again By Moving the Opposite of the Offset Just Moved to Get to Storage
5. Store all items of Type 2 in Nearest not Full Designated Storage Building for that item type
6. Find Marker Again
7. Store all Items Of Type 3 in Nearest not Full Designated storage building for that item type
8. Find Marker
9. Move the offset recorded in step 2 to return to whatever area the engine was working in
The problem which has been developing from this method is that as the engines make more storage buildings, the city begins to sprawl, and the engines spend as much time navigating their way around the storage as they actually doing the tasks assigned to them.
How do others deal with this problem and manage to set up dynamic storage?
Edit: I'm not looking for code, that would be of little use to me as it most likely wouldn't work within my class structure, just thinking and ideas on the topic
Dealing With Random Tile Abs Coords In Scripts
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vipic
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Dealing With Random Tile Abs Coords In Scripts
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