# Vehicles as Enemies

**URL:** https://discourse.cataclysmdda.org/t/vehicles-as-enemies/13854
**Category:** The Drawing Board
**Created:** [June 12, 2017, 7:38pm UTC](https://discourse.cataclysmdda.org/t/vehicles-as-enemies/13854 "2017-06-12T19:38:26Z")
**Posts on this page:** 2
**Page:** 2

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### Author: ![TooDAMNMuch](https://avatars.discourse-cdn.com/v4/letter/t/e9bcb4/32.png) [@TooDAMNMuch](https://discourse.cataclysmdda.org/u/TooDAMNMuch)
#### Post date: [June 21, 2017, 3:09am UTC](https://discourse.cataclysmdda.org/t/vehicles-as-enemies/13854/21 "2017-06-21T03:09:18Z")

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my reasoning is just that anything that is aware would respond in some way, even a car could try to shove another one aside.

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [June 21, 2017, 5:04am UTC](https://discourse.cataclysmdda.org/t/vehicles-as-enemies/13854/22 "2017-06-21T05:04:08Z")

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[quote=“Coolthulhu, post:20, topic:13854”]

> Pathing between buildings, trees, or other furniture is what makes multi-tile pathing hard, if you eliminate those, the remainder is easy.

Do you have some specific trick in mind?[/quote]  
Yes, if the obstacles are few and far between, you don’t need A\*, you just do a simple flood-fill until you find a path that works.  
We don’t need to solve the momentum+turning navigation problem, just the width probem, monsters wouldn’t have to move like vehicles even if they use the vehicle implementation.  
For that all you need is the enlarged-obstacle cache.

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