Not yet, but it is high on my priority list to put #commands in to allow people to place path nodes with an external command line tool to calculate the connectivity (using line-of-sight and terrain 'steepness' tests) and generate their own .path files.
The reason for an external program to create the .path files is because it is heavily CPU intensive with the time it takes growing exponentially with each added path node. I'll add in a feature to reload the .path file into a running zone, so it shouldn't be too laborious a process.
Only thing I might mention, is that feared/aggro'd mobs don't use doors....they really didn't need to before, as they would just run through the wall...
I see guards in cities opening doors as they path by, so I think the code is already there.
I look forward to more of your path finding goodness. The lack of NPC pathing is the last big problem I see with the project code, since many dungeons are unplayable. I noticed the path files were far from plain text so an editing tool sounds quite exciting.
Because I'm impatient I went ahead and added several #path commands for direct manipulation and saving of the pathing system. I made blackburrow and qeynos2 maps and they work quite well but I'm still working out the quirks in the commands.
#path process is fairly CPU intensive and should probably not be used on any live servers.
#path resort 's use isn't very obvious but basically if you delete a connection it can leave holes in the neighbors list which causes paths to completely fail; because for optimizing reasons when the path code comes to a hole it assumes it's the end of the line, it resorts it so there are no more holes in path node neighbors.
Also no changes are actually made to the .path file in the maps folder, if you don't #path dump it all your changes are lost when the zone boots down.
Everything else should be fairly straight forward.
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