Open originalfoo opened 5 years ago
Sounds like a cool idea, perhaps make sure #175 ghets fixed first, as now eventually (slowly but surely) all my parking lots are getting filled with "ditched"cars. Likley due to teleporting cims....
A grid holding parked vehicles aready exists in the base game but I am not sure if that suits our needs.
Yup, if we wanted to do things "reserved parking" as per #231, we would need something more elaborate.
I think we need some sort of parking grid. Like the vehicle grid, but for parking spaces.
This, primarily, is about optimising pathfinder decision making for mixed-mode transport a.k.a. "park and ride".
Currently pathfinder has no clue how much parking there is at a given spot. Trying to calculate from scratch per PF would be lagmageddon.
Rough idea:
It would be nice if there was some way to time-bucket the "parking full" counters, especially if the time buckets could roughly coincide with Real Time mods daily schedule a.k.a. shifts (probably require time sliders so user can choose the bucketing offsets): Early morning, Day, Evening, Night.
The thinking here is that those RT shifts are roughly the time a car would be parked in a given spot. So if someone goes to work their car will be parked for their whole shift.
For users who don't use RT mod, we'd just split day equally in to 4 shifts; 2 daytime, 2 night time. Vanilla game only perceives 2 shifts really: Day and night, and even then the difference between the two is barely noticeable.
So, anyway, the PF can now quickly check a destination to see if it's suitable for parking. If not, it can quickly find the nearest suitable alternative. And if car gets there but can't find parking, a repath is more likely to lead to success.