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TFS 1.X+ pathmatching algorithm issue for longer viewranges for monsters

Ner

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May 15, 2021
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Hello. I've been trying to increase monster view range and with help of few threads here on otland I managed to do it.
However I've noticed that whenever viewrange is increased, there's a treshold of 15 nodes (so when a monster is 15) nodes away from a player), after which monsters are confused and just wander around randomly not finding a way to their target.
I've been trying to debug
C++:
Map::getPathMatching
method, because that's where falsy returns occur, but I'm not sure how can I even improve it.
I'm surprised that it doesn't work from some specific treshold - shouldn't that method (and algorithm) be universal no matter how long the path it is looking for?
Anyone could provide any tips on where to look/how to approach fixing/improving this?
 
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