Map passability grid
get_map_passabilityMap where the player can walk using the engine's exact passage rules. Returns an ASCII grid, reachability from an origin, separate walkable areas, and events with active pages to verify paths and triggers.
Instructions
Text map of where the player can walk, using the engine's exact passage rules (directional tile bits, star tiles, wall tops, counters, blocking events). Returns an ASCII grid (2 characters per cell: walls drawn between cells), reachability from an origin (default: player start or the first transfer arrival), the separate walkable areas, and every event with its active page and whether the player can trigger it. Works without image support.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"mapId": "<mapId>"
},
"name": "get_map_passability"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| from | No | Reachability origin (default: player start on this map, else the first transfer arrival) | |
| mapId | Yes | ||
| assume | No | Game state used to pick each event's active page. Default: all switches/self switches OFF, variables 0, no items. | |
| region | No | Map cells to cover (default: whole map) | |
| include | No | Default ["grid","areas","events"]; "cells" lists ladders, bushes, counters, damage floors, terrain tags and regions | |
| ignoreEvents | No | Ignore events (tiles only). Default false: blocking events count as obstacles. | |
| ignoreEventIds | No | Events that never block (e.g. NPCs that will have moved away) |