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Old January 30, 2017, 18:43   #1
Join Date: Mar 2010
Location: UK
Posts: 66
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Monster path finding in 4.0.5

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.
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Playing roguelikes on and off since 1984.
rogue, hack, moria, nethack, angband & zangband.
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