Spielerando

Plan a way through spikes that pop out on a timer, waiting where needed

A route that is shortest on the map is deadly when traps cycle on and off. Here is how a path can include waiting, why time has to be part of the search, and which two moments of a step must both be clear.

Why this works

When a danger comes and goes on a timer, a cell is not safe or unsafe by itself, only at a given moment. So the plan has to follow both where you stand and when, and waiting is just another step that costs a moment.

When not to use it

Don't plan ahead when the traps react to the player or run on random timing: the plan breaks the first time they differ. Then let the character watch the nearest danger and decide step by step.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 42 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Plan a way through spikes that pop out on a timer, waiting where needed" (read_entry cross-a-corridor-of-timed-spikes) 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