I’m using a grid graph with blocking nodes mechanics (basically a slightly modified version of CircuitBoardExample) in order to achieve chase behavior but with all chasers separated from each other. The idea is to block a couple of the most far from start point nodes that were part of any calculated path in the current cycle, plus block each node that is occupied by any unit that is static.
The entire mechanic works well [enough] in most cases, but when the target is located in an area that is cut off from the rest of the graph (by blocked nodes), the game freezes. I assume that it’s the effect of processing entire graph due to being unable to reach destination node. So my question is, is there any mechanics that could prevent such behavior?
The other approach I’m thinking about is applying penalties for each calculated path and then discarding all paths that contain any node with a penalty. I haven’t tested this approach yet, but I’m wondering if such frequent modifications to graph are a good idea.
Btw. I’m currently using the free version (4.2.8) of the plug-in.