BFS (width search) is just a way to move a graph. The goal is to visit all the peaks. All this. Another way to move the graph may be, for example, DFS.
Dijkstra is an algorithm whose goal is to find the shortest path from a given vertex v to all other vertices.
Dijkstra is not so complicated, even for beginners. He moves the chart using BFS + while doing something else. This is more than storing and updating information on the shortest path to the current peak visited.
If you want to find the shortest path between the two vertices v and q, you can do this with a small modification of Dijkstra. Just stop when you reach the top of q.
The last algorithm - A * is somewhat the smartest (and probably the most complex). He uses heuristics, a magic fairy who advises you where to go. If you have a good heuristic function, this algorithm is superior to BFS and Dijkstra. A * can be considered as an extension of the Dijktra algorithm (a heuristic function is an extension).
But when all faces have the same value, is the cheapest way the way with the minimum number of edges? I'm right?
Right
There is no reason to implement Dijkstra or Floyd-Warshall, the best algorithm is a search using the Breadth-First method? I'm right?
When it comes to such a simple case, when all the ribs have the same weight - you can use any method that you like, everything will work. However, A * with good heuristics should be faster than BFS and Dijkstra. In the simulation you mentioned, you can notice it.
So, are all these people stupid? Or am I stupid? Why do they recommend for beginners such complicated things as Dijkstra who simply want to transfer their enemies to the main character in a regular grid?
They have another problem that is changing the solution. Read the problem description carefully:
(...) The trick to any point (excluding A and B) can be an obstacle that impedes the path, and therefore should be disabled.
Enemies may have obstacles to the main character. So, for example, A * is a good choice in this case.