ID:2518165
 
would it be possible to have a way for the pathfinding functions to have a way to ignore specific objects, for example doors, they would walk towards and if possible through them as if the dense door didn't block the closest path?

Something like mob.group?
Also, it'd be nice if instead of mob.group it was world.group being a associative list or just list and the mob.group would be a ID or number pointing to said group inside of world.group.
Man, would be pretty cool if ya'll removed ads.
var savedata/SD = new

world/Del(){del(SD);..()}

savedata
var list/data = new
proc
Save(ID,PA)
if(!(ID in data)){data += ID}
data[ID] = params2list(PA)
return TRUE
Load(ATOM,ID)
if(!(ID in data)){return FALSE}
for(var/i in data[ID]){if(i in ATOM:vars){ATOM:vars[i] = data[ID][i]}}
return TRUE
Del()
var savefile/s = new("Savedata.sav")
s << data
world << "Killed!"
New()
if(fexists("Savedata.sav"))
var savefile/s = new("Savedata.sav")
s >> data

mob/verb/LoadGame()
SD.Load(src,ckey)

mob/verb/SaveGame()
SD.Save(ckey,"name=[name]")

mob/verb/SetName(t as text)
t = html_encode(t)
if(t && length(t))
name = t

mob/verb/ShowName()
world << "Your name is [name]!"
Kozuma3 wrote:
would it be possible to have a way for the pathfinding functions to have a way to ignore specific objects, for example doors, they would walk towards and if possible through them as if the dense door didn't block the closest path?

Something like mob.group?

If you wrote your own pathfinding, then yes, but with built-in functions I'd think the only way is to make it so doors actually have 0 density. Then handle whether the door blocks a movable in Enter() or something.