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Question by chorsnell · May 26, 2021 at 11:36 AM · pathfindingastartargetting

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.

accessible vs inaccessible

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?

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