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Since there are many SubSectors which all have similar reachability (i.e. they can be reached from spawn/can reach spawn by the same agents) it makes sense to have one abstraction layer higher to SubSectors - that's where Sectors come in. A Sector defines an area that is reachable by the same agents consisting of SubSectors defining the space itself (simplified speaking).
The bigger the Sector the more SubSectors it contains and the less data we need to store to determine whether or not an agent can reach another Sector. So we generally want Sectors to be as big as possible.
Combining these two criteria we end up with what we have right now - quite large Sectors outdoors and few big ones indoors which split where agent reachability changes. So the question becomes, where does agent reachability change - it's the following (simplified):
- Floors (a Sector can only be on one floor)
- Zones (a Zone always has its own Sector)
- Indoor vs. Outdoor
- Security/Directional dividers (security exits, one way arrows)
- Staff doors
- Floor portals (stairs, escalators)
- Road ramps
- Crosswalks (if placed together they get one Sector)
- LRT, Roads, Runways
There's no intended way to force seperate Sectors (there really should be for fires, some fire-doors that can close automatically would come to mind) - you can achieve it using baggage claim zones however. It's a trick I actually used back before working on SimAirport (when I was just a player as well ^^), you can build a seperating wall, place a door in it and place a bagge claim on one side of it. The baggage claim zone doesn't require anything and if you have a functioning bag system using depots/conveyors it will never be used.
Feel free to ask if you want more detail on any of these points, happy to share :)
However, I think my solution will be to wall off the security zone and make the only way through one-way walkways. People shouldn't be backtracking through a security zone anyway, so also adds some realism. :)
(also, thank you guys for continuing to work and be active on this. It really is a solid game.)