Spielerando

Let monsters hear the player through doors and thin walls, but not through a mountain

Noise should reach farther down an open corridor than through a closed door, and thick rock should swallow it. Here is a way to give every kind of cell its own muffling, so the nearest route for sound is found, not the straight line.

Why this works

Sound follows the cheapest way around, and every material swallows a different share of it. Giving each kind of cell its own price and finding the nearest route means the same rule explains why a corridor carries noise, a door muffles it and rock stops it.

When not to use it

Skip it if monsters should react to anything the player does anywhere on the map, or if you want a few hand-set alarm zones. A plain circle around the noise, or a fixed room list, is then easier to understand and to balance.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 35 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let monsters hear the player through doors and thin walls, but not through a mountain" (read_entry survival-noise-through-walls-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