Currently cinema patrons enter and exit the cinema from its bottom floor. In the actual game, there is an additional mechanic where patrons enter from the top floor instead.
As discussed in the comments of issue #1, there should be a better way to segment the floor item such that it will not render where there are already building items in place.
Doing this will allow full transparency of the windows in the sky lobby.
An experimental branch to rewrite the game logic for the people of the tower has been started. The idea is to abstract all decisions a person in the tower would make and put it into the person module (or subclasses).
The initial commit has some of the behaviour of the original Customer class (embedded within other building item classes) pulled into it's own class, with additional new logic. I would love to hear comments and feedback as to how things should proceed as we progress through this rewrite.
New logic added so far:
Selecting a new destination when destination building is closed/demolished (implemented)
Currently, the new code forces the person to stop and turn back to the lobby once the destination building is closed/demolished. This makes the simulation a little bit more realistic.
Selecting a destination after visiting the current destination (implemented)
Currently, the new code always selects the main lobby. In future, this could be further expanded to return to office/hotel (for specialised tenants), or to patronise nearby shops after the first destination.