Spielerando

Drop items on the ground and spill the extra onto the tiles around

When a destroyed warehouse or a fallen unit drops goods onto a field that already holds a pile, the extra has to go somewhere, and always the same somewhere. This entry tops up piles of the same kind, avoids walls and other goods, and works outward ring by ring in a fixed order.

Why this works

Goods that vanish when the ground is crowded teach players not to trust the game. Spreading outward in a fixed order always finds the closest honest place, and reporting what could not be placed lets the caller decide, instead of losing it quietly.

When not to use it

Skip it when the ground is not a grid or when a crowded spot is part of the challenge, such as a cramped escape where dropped things should be lost. Let the items fall to a single point or pile up there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 34 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 "Drop items on the ground and spill the extra onto the tiles around" (read_entry drop-items-spill-to-nearby-tiles) 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