Everything my AI placed in the level piles up in one corner
When one part of the game counts in squares and another in dots, objects land in the wrong place, either squeezed together near the start or flung off the map. This helper looks at the positions and tells your AI which unit it probably mixed up.
Why this works
A level has a known size in both units. Positions that are too big for squares but fit in dots point to dots, and many positions that all fit in the tiny range of the square counts point to squares given where dots were expected.
When not to use it
A level of only a few squares, or one with a tile size of one or two dots, cannot be told apart this way. Check one object by eye and by number instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "Everything my AI placed in the level piles up in one corner" (read_entry work-act-level-coordinates-pixels-or-tiles) 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