Author Topic: Is there a limit to the number of AI Route Nodes per map?  (Read 1308 times)

Offline The Martian

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Is there a limit to the number of AI Route Nodes per map?
« on: May 16, 2023, 03:29:59 pm »
Is there a limit to the number of AI Route Nodes per map?
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Offline kevL

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Re: Is there a limit to the number of AI Route Nodes per map?
« Reply #1 on: May 16, 2023, 03:46:53 pm »
Is there a limit to the number of AI Route Nodes per map?

good question. Mv2 at present, i believe, limits the count to 256 ... but here are some notes for the next release:

Quote
- hardcap Link destinations to MaxDestId=250. The value is stored as a byte in
  the Routefile but the top 5 values are reserved for the compass points and the
  NotUsed value. Note that Routenode IDs are not limited to Byte.MaxValue but
  they can't be linked to if their ID is greater than 250.
- support more than 256 routenodes in a Routefile.

That is, the count of routenodes is basically unlimited (the maxsize of an RMP file on disk). But the link destination is stored in a byte ... so that needs to be limited.

but not sure how OxC/e handles this

Offline Solarius Scorch

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Re: Is there a limit to the number of AI Route Nodes per map?
« Reply #2 on: May 16, 2023, 11:03:24 pm »
Yeah, I managed to break the 255 limit once. :P

Offline The Martian

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Re: Is there a limit to the number of AI Route Nodes per map?
« Reply #3 on: May 18, 2023, 06:37:39 pm »
In that case I'll have to keep an eye on the number of nodes I have left while routing.

Since the aliens will path themselves around obstacles the limit shouldn't be too bad.

Thank you for the information.

Offline Solarius Scorch

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Re: Is there a limit to the number of AI Route Nodes per map?
« Reply #4 on: May 18, 2023, 07:11:43 pm »
Yeah, there is no need to put many nodes. I mean, I usually place a lot of them, because I tend to direct the AI to perform in specific ways (peeking from the windows, patrolling around important spots like stairs, etc.), but it's not exactly required.

The case I mentioned before happened when I was making routes for the TFTD luxury liner, the version which has both top and bottom parts as one map. So, pretty extreme, especially with all those countless little rooms.