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1) Use Breadth First Search (BFS) to calculate the path http://en.m.wikipedia.org/wiki/Breadth-first_search 2) Highlight path 3) Move the object Pathfinding: http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html


Actually this is like any tile based movement from a turn based strategy game. You can simply flood fill the tiles from the selected character to find which should be highlighted. Psuedo code: Set<Tile> getTilesInRange(Character character, int range){ Set<Tile> highlighted; highlighted.add (character.tile); Set<Tile> ...


A very complicated question, but here are my 2 cents. Judging from your explanation, this game has some broad sets of movements which are generally desirable, such as 'take a high position' or 'defend the flanks'. I think these kind of game calls more for the Artificial part in the term Artificial Intelligence. Maybe you could implement a movement library, ...


Curious to hear what ideas you ended up going with. I've worked on this type of problem myself, so I'm interested to hear what you found that works, and what not. In my own projects, I currently use a very simple approach to determine AI: First, I determine which units should go first. This is done by assigning an initiative to each unit; fast unit, units ...

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