Right now, normal units will wander to and fro, with a little randomized timer running(counted in frames, not time), if the unit hits a wall, it changes direction, if the timer hits zero, the unit changes direction and the timer is reset to a random integer between 10 and 300 (I think, don't quote me). When the unit is within range of the player and has a clear line of sight, the unit is triggered to change state(2), while in state 2, the unit remains stationary and fires repeatedly. (More advanced units will move between shots, or move while shooting, though I'm sticking with the basic components for now.) When the player too close, the unit will walk away from the player, when the player gets too far, the unit follows the player. That's where we hit the issue. When the unit is running, it just goes till it hits a wall, then stays stationary, but when it's pursuing, the unit ignore walls altogether.
I've tinkered with the units returning to a wandering state when the player breaks line of sight, but it makes the units feel more like turrets than actual moving people/creatures/demons which isn't the feel I want going forward. . . unless the unit actually is a turret. I've thought of having the unit slide against the wall or solid object, though I'm still a little lost on exactly how I'd implement it, another thing I've been tinkering with, is having destructible walls. I'd still need to figure out pathing for the more clever units, but for the tough dumb ones, it could be kinda cool if the enemies could just kick the shit out of a wall until it broke.
Anyway! This is where my head is at the moment. Good luck on your projects and ambitions.
Give a man/lady a Twerk,
Teach a man/lady to twerk
Thanks,
Wyatt White
The Grand Moff Tarkin of Nothing.