This toolkit allows to easily calculate the optimal path between two points in your dungeon by using either the A* algorithm or Dijkstra's algorithm.
Please note that the paths generated with the two algorithms may differ slightly. Due to how they're implemented, A* will usually prefer diagonal moves over orthogonal, while Dijkstra will have the opposite preference. In other words, paths from point X to point Y will look like this:
A*: Dijkstra:
.......... ..........
.X........ .X****....
..*....... ......*...
...*...... .......*..
....****Y. ........Y.
.......... ..........
13.1 Creating a path
13.2 Computing the path
13.3 Reading path information
13.4 Destroying a path