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Your pathfinding should return a list of way points to reach your objective for each unit. Since you are making a turn based game, I am assuming that the unit movement is like a chess piece. It is either on "this" tile or "that tile, and not in between. If this is the case you might end up with the scenario where a units movements runs out in the middle of ...


3

I see basically two ways you could solve this, but in both cases you'll need to utilize my SharpCraft project, which is a C# powerered way of injecting functionality into Warcraft III made by me, with research from a bunch of other people. Do note that the readme is outdated, but I'll do my best to help you out with the current release. Use JASS This way ...


2

This is my experience from implementing a MTG AI. If the AI is not considered from the start, adding it later can be challenging. Your engine needs a way to copy the game state. It also needs a way to to quickly undo a move, so search tree can be generated efficiently. Every AI thread should operate on its own copy of the game. When computer makes a move ...



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