Spielerando

Find the way across a whole building without searching every single tile

On a map made of many rooms joined by doors, searching tile by tile is wasteful, and the obvious shortcut of counting rooms picks the wrong route. Here is how to plan at the level of doors, and why that wins.

Why this works

Nobody plans a trip across a building tile by tile, they think door to door. Working on the few doors that matter, weighted by real walking distance, finds a good route while ignoring thousands of empty floor tiles.

When not to use it

Skip it for open fields, caves or rooms full of movable furniture, where there are no clear doors to hold on to. Search the tiles directly there, or pair it with a local search in each room.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 43 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 "Find the way across a whole building without searching every single tile" (read_entry route-through-rooms-and-doors) 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