Currently pathing uses an A* algorithm, and every AI generates its own path from itself to whatever it wants. For common things (e.g. path to the player) it might be more efficient to do a per-turn generation of a flow graph of nodes towards the target entity and let all the AIs use that.
Currently pathing uses an A* algorithm, and every AI generates its own path from itself to whatever it wants. For common things (e.g. path to the player) it might be more efficient to do a per-turn generation of a flow graph of nodes towards the target entity and let all the AIs use that.