Spielerando

Scatter treasure over a map without hiding any in sealed pockets

A random scatter happily puts a chest in a cave the player can never enter, or three chests on one doorstep. Here is a placement that only uses ground the player can really reach, keeps chests apart, and tells you honestly when there is not enough room.

Why this works

A reward only counts if the player can reach it. Choosing from the places they can actually walk to, and only then thinning them out for spacing, makes the result valid by construction, so no repeated trying is needed.

When not to use it

Skip it when hidden or hard-to-reach treasure is the reward itself, such as a chest only a skilled jumper or a key holder can get to. Place those by hand and mark them as secrets, so players know they were meant.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 31 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Scatter treasure over a map without hiding any in sealed pockets" (read_entry chests-only-where-the-player-can-walk) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP