Spielerando

Drop an item on the nearest free floor tile, not into a wall or onto another item

A player who drops something in a corridor, a doorway or a crowded spot expects to find it again. If the game puts it inside a wall, behind a door or on top of another item, it is lost. This entry searches outwards over walkable floor and says when there is no room.

Why this works

Players expect what they put down to be findable. Spreading outward over floor they could walk to, one ring at a time, finds the closest place that makes sense, and never crossing a wall means nothing lands in a room the player cannot reach.

When not to use it

Skip it when dropping is rare or means throwing away, such as a game where dropped things simply vanish. Also skip it in a world with no floor grid, like a free-flying space game, where things should float where they were let go.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 28 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 "Drop an item on the nearest free floor tile, not into a wall or onto another item" (read_entry drop-an-item-on-the-nearest-free-floor) 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