Map reachability, across portals
map_connectivityFlood-fill walkable cells from a start position to report which events are actually reachable, answering 'can the player get there' and following Transfer Player commands across maps.
Instructions
Flood-fill walkable cells from a start position and report which events the player can actually reach. Answers 'can the player get there' instead of trusting tile placement. An event blocks a cell only when one of its pages is same as tiles (the engine's isNormalPriority), which is why a chest stops you and a floor decal does not; conditions are not evaluated, so a page that only applies later still counts as blocking. An event is standable when its own cell is reachable and touchable when a neighbour is, which is all an action-button event needs; an event with an autorun or parallel page is automatic and needs no path at all. Transfer Player commands found on standable events are followed into their destination maps, so a game whose rooms are joined only by portals reads as one connected space instead of a pile of isolated cells — and a portal that lands on an impassable tile is called out, because that is a trap the player cannot escape. reports carries one entry per map walked, in the order they were reached.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | Yes | ||
| y | Yes | ||
| mapId | Yes | ||
| maxMaps | No | ||
| followTransfers | No | Walk the maps that transfers on this one lead to (default true) | |
| includeEventBlocking | No | Treat events that block the tile as walls (default true) |