Some rooms in my adventure can never be reached, and some can never be left
A tester says they walked through a door and were stuck for good, and another room on your map seems to have no way in. Here is a small checker for your AI that finds both kinds from your list of doors and also catches doors that lead nowhere because of a typo.
Why this works
Both faults come from one-way links, and the eye misses them on a map because a drawn line looks two-way. Walking forward from the start finds rooms nobody can enter, walking the doors backward from the exit finds rooms nobody can leave.
When not to use it
Skip it when a trap room is meant to end the run, such as a death pit. List those as endings so they do not count as stuck. Doors that need keys need the key-aware entry instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 33 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 "Some rooms in my adventure can never be reached, and some can never be left" (read_entry rpg-rooms-player-cannot-leave) 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