Work out which spots the enemy can reach before the player does
An ambush, a raid on a pickup or a retreat to a safe door all depend on one question: who is faster to this spot? Here is how to mark the cells that belong to the enemy, how different speeds change the picture, and who wins a tie.
Why this works
Whoever arrives first at a spot owns it, and arrival depends on speed as well as distance. Turning both walks into times and comparing them gives one picture that answers ambush spots, races for items and safe retreats alike.
When not to use it
It assumes both sides walk straight to the spot at a steady pace. If the player can dash, teleport or change course to bluff, the picture is only a rough guess. Treat it as a hint and add a margin, or watch the player's movement.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 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 "Work out which spots the enemy can reach before the player does" (read_entry who-gets-there-first-territory) 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