Turn a treasure note of walking directions into one exact tile, without drifting
A clue says walk so many paces one way, then so many another way, from an old landmark. If every leg is rounded to whole tiles on its own, the dig spot ends up a tile or two off. Here is where to round, and what to do about it.
Why this works
Every rounding throws away a little, and the losses pile up with each leg. Keeping the exact walk and rounding once at the end means the error can never grow beyond half a tile, however long the clue is, so the dig spot stays honest.
When not to use it
Not for a game where the player walks the route step by step on a grid and each step must land on a real tile. There, move tile by tile and let walls interrupt the walk, as exact decimals would hide a blocked path.
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
- 26 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 "Turn a treasure note of walking directions into one exact tile, without drifting" (read_entry survival-treasure-clue-paces-rounding) 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