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Old September 30, 2019, 15:27   #2
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A* is not hard to implement, but be aware that it scales poorly with map size and number of actors. Angband maps can have thousands of open cells to route through and hundreds of monsters doing that routing, so I suspect you'll find that a naive implementation won't run acceptably even on modern computers.

What you may be able to do is use the existing heat map-based pathfinding until monsters get close, and then switch to A*. That limits the amount of space that A* has to handle and also the number of units that may be using A*.

In any case, good luck! I look forward to hearing about what you produce.
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