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SKILL verified MIT Self-run

Isometric Pathfinding

skill-0xheycat-isometric-game-skills-isometric-pathfinding · by 0xheycat

Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-isometric-pathfinding

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Isometric Pathfinding

Overview

Pathfinding runs on grid coordinates, not screen pixels. This skill implements A* over the walkable layer with proper diagonal handling so units take natural paths and never cut through blocked corners.

When to Use

  • Units or NPCs need to move to a target around obstacles.
  • Characters walk through walls or take ugly paths.
  • You have a walkable layer and need movement on it.

Process

  1. Run A* on grid coords using the tilemap walkable layer.
  2. Define neighbors: 4-way or 8-way; for 8-way, forbid cutting blocked corners.
  3. Use an admissible heuristic (octile distance for 8-way).
  4. Return a path of grid tiles, then convert to screen with isometric-grid-math.
  5. Smooth the path (string-pulling) to avoid zig-zag.
  6. Recompute or repath when the map or target changes.
  7. Cap search cost (node budget) for large maps.
heuristic (octile): dx=|x1-x2|, dy=|y1-y2|; h = (dx+dy) + (1.414-2)*min(dx,dy)

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "Straight-line movement is fine" | Units will walk into walls. Use A* on the walkable layer. | | "Corner cutting looks fine" | Units clip through diagonal walls. Forbid blocked-corner cuts. |

Red Flags - STOP if you catch yourself:

  • Pathfinding on screen coords instead of grid coords.
  • Allowing diagonal moves through blocked corners.
  • No node budget so large maps freeze.

Verification

You are NOT done until every box is checked:

  • [ ] A* finds paths around obstacles on the walkable layer.
  • [ ] Diagonal moves never cut blocked corners.
  • [ ] Path converts correctly back to screen positions.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.