walkable_map
Check where an agent of a given size can walk in a 3D level. Flood from a start point and return reachable, unreachable, and blocked areas to verify connectivity.
Instructions
Check where an agent of this size can walk, then flood from start (default: the largest area). Floors are
found by rays, so ramps, stairs and several levels work. Returns the reachable, unreachable and blocked areas
in m2 and a top-down image. largest_regions gives each region's area, whether it is reachable, its floor height
range and its box: an unreachable region with a high floor_z is a roof or a crate top, not a design error. Use it to
prove that every room, spawn and objective connects. probe is a list of world points: for each the answer
gives walkable, reachable, floor_z and free_width_m (the widest agent that fits there), so a spawn, a site or a
chokepoint can be checked by number.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| cell | No | ||
| names | No | ||
| probe | No | ||
| start | No | ||
| max_step | No | ||
| max_levels | No | ||
| agent_height | No | ||
| agent_radius | No | ||
| max_slope_deg | No |