Choose the fastest route that does not kill the enemy with fall damage
Dropping down is quick, but every long fall costs health, and several small drops add up. Here is how to let characters take shortcuts only as long as they live through them, and why the cheapest total is not found by simply avoiding the worst fall.
Why this works
Harm adds up along a route, so judging each drop alone hides the one that kills. Keeping track of how much health has been lost on the way lets a slower but healthier arrival stay in the race until it proves useful.
When not to use it
Skip it when health refills on the way, with healing spots or regeneration, or when falls do no harm at all. Then the damage total is wrong or pointless. A plain shortest route is enough, or count the healing as part of the plan.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "Choose the fastest route that does not kill the enemy with fall damage" (read_entry route-that-survives-the-falls) 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