I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based.
The board is divided into hexagons, each one has a different terrain type and elevation. You drive a robot which 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
Do you know a good algorithm for this complex pathfinding or a way to combine A results for each movement type?*