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Liquid pathfinding algorithm suggestion

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I have a suggestion for an approach to improve liquid pathfinding based on the images I took for this bug:


If pools of liquid ran a Dijkstra Map process that found the number of tiles to a non-solid/non-liquid tile then that map could be used to weight the dupe's pathfinding in relation to the water.

This would allow things such as dupes only diving into the water when they absolutely needed to rather than at the start of the pathfinding and would allow for deeper liquid pathing in situations like those shown in the bug.

For reference on computing and using Dijkstra Maps: http://www.roguebasin.com/index.php?title=Dijkstra_Maps_Visualized


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