I am working on Unity, using C# for a project that should be quite simple. I am stuck to pathFinding .
I have Looked at Dikjstra's and A* for reference, but for some reason I still can't adopt them to work in my case. I guess my brain :=while(1);
Here is the Idea:
From a textfile I import a "map" where each "*" means Wall, and each " " walkarea. In the map there area randomly placed 2 objects: a bomb and an agent.
The agent must investigate the map (which forms a maze) and discover the bomb. The agent may move to his 8 neighbour tiles if they are NOT Wall. In my code , the agent class hold his own map. for every tile that he visits, he asks the "world map" for info, about his 8 neighbour tiles.
On his own map then he takes a note of the known tiles type(wall / walkpath) , and if it is a walkpath, he also notes, how many times he has visited it. The agent also has a "Prefered direction " list. This tells which tile to choose next to move to, if more than 1 have not been visited.
Up to this point, I have set it up all good and running, and if I let it run, he eventually finds the bomb. The Issue is that because he only runs on a Prefered direction according to the least visited tile , he has to re-visit some tiles too many times like a moron. So what
I must do is this:
If the agent reaches a tile for which, every nighbour is either wall or already visited, then he should investigate his own map, and the notes from the past to find an unvisited tile , and walk to there. Every walk direction has the same weight/cost, so we don't need to consider cost of path.
In my opinion, Dijkstra's is the closest to apply , but I still can't get it right .
Any Ideas or help would be much appreciated.
Thank You
Alex