Say I’ve got a map, and a character will be plodding towards random destinations all over it, one after the other, for eternity.
Now there are some rooms I don’t want them to enter. The map is such that no matter where A and B are, there’s always physically a way for the person to get to B from A while avoiding the no-no rooms, but such paths will require the character to take not-the-most-direct-route.
I couldn’t work out a way for the pathfinding routine to take this kind of thing into account. I could trick it if I could physically deactivate the routes into the no-no rooms temporarily (whenever paths were decided) and restore them immediately after, but I don’t think you can do this. I don’t think doors can act in such a manner, either?
Is there a way to do what I’m thinking about here? I wondered if it might be relations, though I imagined that would take a lot of setting up.