I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based.
BoardThe board is divided ininto hexagons, each one havehas a different terrain type and elevation. You drive a robot wichwhich moves over them, to destroy other robots.
I only know Dijkstra and A* pathfinding algorithms, but the problem is that there are 3 types of movements: walk, run and jump several hexagons (each of them have their own rules). Walk and run are almost the same.
The best path could be a combination or each movement type. Here is an example of map http://megamek.info/sites/default/files/isometric_view.png
And my question: Do you know a good algorithm for this complex pathfinding or a way to combine A* results for each movement type?Do you know a good algorithm for this complex pathfinding or a way to combine A results for each movement type?*