I'm making a TBS using a hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well described in Red Blob Games' Hexagonal Grids.
I don't know how to make a hex understand connection with another one and then calculate best path for units.
I'm not sure how to approach the issue - should I make six slots for bridges in my hex class and then calculate path or should I make movement system somehow and then use absence of bridge as a "blocker"?