It seems that monsters who can detect the player are still unable to reach him despite an obvious route. See the attached screenshot: the pit fiend knows I'm there because it moves up and down in lockstep with me; but cannot reach me because it seems to be unable to work out the path. It just keeps bashing its head against the wall.
I think something like A* (A star) or Dijkstra's algorithm should be able to cope with this sort of path-finding. And the current behaviour seems too simplistic, especially for intelligent monsters like a major demon.
Perhaps a better monster path-finding algorithm would tone down the power of TO a bit, by allowing more monsters to make their way back to the player rather than getting trapped like the pit fiend in the screenshot.
I think something like A* (A star) or Dijkstra's algorithm should be able to cope with this sort of path-finding. And the current behaviour seems too simplistic, especially for intelligent monsters like a major demon.
Perhaps a better monster path-finding algorithm would tone down the power of TO a bit, by allowing more monsters to make their way back to the player rather than getting trapped like the pit fiend in the screenshot.
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