Smarter AI pathfinding.

I am creating a turn based top down game and looking to make my AI a bit smarter. I have implemented A* for my game and currently if a entity is blocking the way to my player the pathfinder does not return a path since I simply don’t add the node. I could just add the node so the entity will line up but I imagine this could end up in a long queue while there might be other paths available. To tackle this I could increment the cost of the tile when this is occupied by something. Let’s say I want the entity to circle around by four blocks, I could multiply the tilecost by 4. When there are two entities blocking it will look for another path 8…

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