How should enemies target things with pathfinding (with A*), that may or may not be accessible, but are always obstacles,
So some quick information:
- I have enemies 
- I have targets (buildings, players) 
- I have obstacles (walls etc) 
- I have areas of my map that are inaccessible 
- I have a bottleneck, that will be likely be filled with a building / obstacle 
- Enemies can target buildings and players 
- Enemies should treat buildings as obstacles and pathfind around them 
 
So my problem is, I can't have a building as a target if it is also an obstacle. I am using the A* pathfinding to determine if a path is possible:
     private bool isTargetAccessible(Transform targettedTransform)
     {
         GraphNode a = AstarPath.active.GetNearest(transform.position, NNConstraint.Default).node;
         GraphNode b = AstarPath.active.GetNearest(targettedTransform.position, NNConstraint.Default).node;
 
         if (Pathfinding.PathUtilities.IsPathPossible(a, b))
         {
             return true;
         }
         return false;
     }
In some cases, buildings will be on inaccessible parts of my map (eg up high on a wall, with no path to it). However in other cases the building will be in a bottleneck, that should mean it is targetted.

So any ideas on how I can
- make my buildings obstacles 
- not able to be passed through 
- still make them able to be targeted, but only if they are accessible 
 
Eg how can I differentiate between can access and is able to target vs cannot access and is not able to target?
Your answer
 
 
             Follow this Question
Related Questions
How to know which point that AI picked to move to? (A* Pathfinding) 0 Answers
A* pathfinging problem 0 Answers
A* finding nearest Object 0 Answers
Astar movement implementation not working properly 0 Answers
astar pathfinding with groups 0 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                