Spielerando

Let enemies smash through crates when that beats the long way round

A wooden barricade is either a solid wall to the search, so enemies walk around the whole level, or no obstacle at all, so they stand there. Here is how to price breaking through, which also tells the game when to smash and when to walk.

Why this works

A breakable thing is not a wall or an open floor, it is a gap you can cross for a price. Put that price, the time to break it, into the route search, and the same rule decides between a long walk and a smash, and tells which crates to hit.

When not to use it

Don't let enemies smash things that guard the player or hold a puzzle, like a crate that must stay put for the level to work. Mark those as solid. Also skip it when breaking makes noise you want to control, or when the loot inside matters.

In the full entry

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

Say this to your AI

Use the Spielerando entry "Let enemies smash through crates when that beats the long way round" (read_entry path-through-breakable-crates) 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