On my map two rooms sit on the same spot, and north leads somewhere that is not north
When an AI lays out rooms on a grid, it can put two rooms in one place, or have an exit that leads to a room on the other side. Your AI can check the coordinates and exits against each other and list every room whose neighbours do not add up.
Why this works
Two sources of truth for one fact, the room's position and the exits, drift apart unnoticed. Checking one against the other turns a confusing walk through the game into a short list of the rooms that disagree.
When not to use it
If your world is meant to be strange, with rooms that connect in impossible ways, then wrong directions are the design. Check overlaps and missing targets only.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 31 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 "On my map two rooms sit on the same spot, and north leads somewhere that is not north" (read_entry rpg-map-rooms-overlap-or-point-wrong) 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