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Initial Release of the new pathfinding algorithm which works through rides.
If guests have a target they'll try to find a path to reach it and pursue that path.
Bumped OpenRCT2 to version v0.4.17
What works and what doesn't
multi-tile paths should not be a problem anymore.
The implemented pathfinding is a Heuristic A* algorithm. Which means guests should find a path but not necessarily the fastest.
They first always try a direct path first (air line) and only try alternative paths if the target cannot be reached straight up.
The guests currently see a transport ride as a proxy ride and treat it like a teleporter from Entrance to Exit. There is currently no opporunity cost involved.
This should work with regular rides too altough they'll only ignore the intensity and nausea checks if it's a transport rides.
You can charge regular prices for the transport rides. They don't have to be free, but guests will get grumpy if they can't afford the ride and it's the only way out.
The pathfinding is currently only enabled for guests. Staff still use the old behavior.
To Dos for future versions:
At the moment each guest has to leave at every station. So if a guest wants from Station 1 to Station 3, they have to get out at Station 2 and queue again. This is something I want to address in the future. [Done in 0.3.0]
In very large parks it can happen that a guest can't find it's destination. If that happens they'll drop it and go somewhere else. I also noticed a slight performance decrease in very large parks. I plan to address those with an abstraction layer to the pathfinding algorithm in the future.
General Advice
Add the entrance queue of a transport ride to a main path where guests have to walk by if you want them to use the transport ride very actively. But you need a high throughput ride for that.
Generally performance is more tied to the size of the park rather than the amount of guests. Parks with 10'000 guests and a size of 200x200 tiles should work absolutely fine on normal speed.
If you want to build a bigger park, cut the paths and connect each area with a transport ride. Performance wise this is more efficient.
There is currently a debug mode active for the pathfinding. If you click on the last tab in a guests window it'll show the path as ghosts. Only do that while the game is pause. The ghosts get disabled again if you close the particular guest window.
If you find bugs or weird behavior, please report them.