Path finding for Mobs in random generated dungeon
I am newbie so sorry for my English and other mistakes.
I am currently working on Dungeon Crawler game which generate his own mazes from segments. Patterns of segments have only enters, walls and floors. During the generation i am filling it by many const objects, barrels, chest and moobs. And now I have a problem. How to design a PathFinding for mobs? They have to avoid const objects to come close enough to hurt the player.
I have a scene called RandomMap which have Segments, Segments have only TileMaps handling walls and floors. Mazes are big, so i can't cover it by one NavigationPolygoneInstance. Also everything what i am putting is a separate scene.
Screen from game
I will be thankful for any suggestions.