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- [ARIS] Improved Hearse AI

[ARIS] Improved Hearse AI
About This Mod
Compared to vanilla AI, this AI:
1. organizes pickups in a much more optimized way. Catafalks will no longer move back and forth around your city just to pick up 10 corpses. It will give priority to those closest to its current location.
2. Respect the boundaries of the districts. If your cemetery/crematorium is in an area, the hearses it sends will first take care of the corpses within the area before going outside.
Details
There are two sets of important concepts to keep in mind for this fashion:
1. Inside against outside area
2. Main and additional fence area
Inside the district
If the cemetery/crematorium is located in the area:
1. Its main collection area shall be the area
2. Its secondary selection area is its effective area, which is defined by the game as a radius with a building in the center. This area is about 50% of one tile.
Outside County
If the cemetery/crematorium does not belong to any district:
1. Its primary collection area includes all areas within its actual territory that do not belong to the area
2. Its secondary capture zone is the rest of its effective zone
Fence Priority
Catafalks always give priority to corpses in the main pick-up area. However, there are several rules within this general rule:
1. Between troubled corpses (with a sign of death) and non-problem (those that do not have visual clues), hearses will give priority to problem ones to obtain
2. However, if they encounter a problem-free product in their path, they will take it first; but only if it is not behind them
3. If there is a closer corpse with the same priority, they will redirect to the nearest one; but only if it is in the original bearing
4. If there are no bodies left to collect, hearses will "patrol" their main gathering area.
Efficiency and urgency
The above pickup priority exists to achieve a good balance between maximizing the use of hearses and maximizing the performance of your CIM. When you see the sign of death, it means the corpse has become a nuisance, and your KIM is not happy about it. But if we were to prioritize getting rid of death signs as quickly as possible, we would have to take a big hit on overall efficiency; in fact, it would be counterproductive during waves of death. On the other hand, if we did the opposite, we would be maximizing efficiency by risking the loss of buildings due to abandonment. The existing configuration benefits from both approaches, giving priority to the problem corpses for general transportation, but at the same time allowing the problem-free corpses to be picked up along the way.
Resolving conflicts
Each cemetery/crematorium has its own dispatcher. The dispatcher will try to maximize the efficiency of all his hearses, i.e. reduce the likelihood that two hearses will be sent to the same place for the fence. However, as in real life, dispatchers from different cemeteries/crematoriums will not constantly call each other to make sure that they are not all going for the same corpse. So, if you have several cemeteries next to each other, it is possible that hearses from different cemeteries will fight for the corpse. That said, it should not be commonplace.
Why does my hearse stop at the house without a death sign?
Because he has a corpse ๐ The game only displays a death sign if the corpse is there for a long period of time. One way to make sure of this is to follow the hearse. When he stops at one of these houses, you can see that the percentage of his load increases.
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