Basic Cohub abilities. Most agents already have these mounted; listed here for reference.
Platform Published by the Neta team.
Official Made by the Neta team.
Verified Reviewed by the Neta team.
Community Shared by a Cohub user. Not reviewed — read SKILL.md before you use it.
production-tile-collision-map
Platformneta-skills/production-tile-collision-map
Use it in Cohub
Paste this into your agent's chat — it fetches the skill and follows it.
Use the skill: production-tile-collision-map. Run `npx -y @neta-art/neta-search-cli@latest skills use neta-skills/production-tile-collision-map --via site` and follow what it prints. Read its complete output, redirecting it to a temporary file first if necessary, and resolve relative paths from the skill directory it prints.
Install from a terminal
npx -y @neta-art/neta-search-cli@latest skills use neta-skills/production-tile-collision-map
Summary
Turn your map art into playable collision grids with roads, open areas, and interactive path testing.
Generates a background image with roads and open spaces, then marks where characters can walk and where they hit walls.
Roads allow tighter movement; plazas and courtyards need more clearance so wider characters don't clip into buildings.
Delivers an interactive preview page: click to test routes, press arrow keys to move, toggle layers to see roads vs open ground.
Works best with clear top-down maps showing stone roads, grass courtyards, water edges, and building roofs without clutter.
Outputs grids ready for game engines, plus a shareable test page so collaborators can walk the map before coding.
SKILL.md
# Production Tile Collision Map Skill
## Hard default
For new production map backgrounds, **use image generation by default** with `references/map-generation-prompt.md`.
Do **not** create SVG diagrams, abstract block layouts, or placeholder vector art as the shipped `background.png`. SVG/mock diagrams are allowed only as internal explanatory sketches when the user explicitly asks for a schematic.
Always preserve/use the collision review template in `templates/collision-preview/` for public QA review.
## Current default pipeline: latest recognition-led differential clearance
```text
image-model background.png
-> background QA
-> image-recognition-candidates.json # primary semantic source: image-derived road/open/blocker candidates
-> raw visual candidates # bounded connector/blocker override hints only
-> recognition-source-audit.json # proves source shift and clean regeneration
-> road-grid.json # image-filtered road + critical connectors
-> open-area-grid.json # image-filtered open area + blocker keepout
-> walkable-union-grid.json
-> road-clearance-grid.json # road: 3-tile clearance
-> open-area-clearance-grid.json # open area: 5-tile clearance
-> union-clearance-grid.json # 5-tile semantic-union baseline
-> clearance-grid.json # runtime = unionClearance5 ∪ roadClearance3
-> walkable-grid.json # compatibility alias
-> route-cost-grid.json
-> turn-aware A* path QA
-> semantic-diff-report.json # compares recognition source vs overrides / prior candidates
-> latest-recognition-contract.json # declares source priority and forbidden shortcuts
-> 06-final.tmj
-> HTML collision preview
```
Core rule: do not claim a latest rebuild if only QA/report files changed. A latest rebuild must regenerate `image-recognition-candidates.json` and every downstream grid/export from the current background.
Runtime convention:
```text
0 = walkable
1 = blocked
```
## Required workflow
### 1. Generate or accept production background
- For new maps, call an image-generation model; do not hand-build SVG/vector placeholder backgrounds.
- Use `references/map-generation-prompt.md`.
- Prefer `1024x1024` or another clean tile multiple.
- Require top-down orthographic camera, grid-readable roads, clear water/roof/road/open-area boundaries, no UI/text/labels/characters.
- If the image fails QA, regenerate/edit first rather than forcing collision.
### 2. Semantic layers
Split walkability into:
- `road-grid`: stone roads, dirt lanes, bridge decks, door approaches, narrow branch paths.
- `open-area-grid`: courtyards, plazas, broad grass/ground planes.
- `blocked`: roofs/buildings, water, walls, dense trees, fences, props.
Latest source-priority contract:
1. Treat `image-recognition-candidates.json` as the primary semantic source.
2. Use manual/raw visual shapes only as bounded hints for critical connectors, thresholds, bridges, doors, and hard-blocker overrides.
3. Filter manual road/open hints against image-recognized candidates; do not let broad rectangles become the actual semantic layer.
4. Merge image-recognized hard blockers with explicit blocker overrides before clearance.
5. Output `recognition-source-audit.json` and `semantic-diff-report.json` so reviewers can verify that semantic recognition was actually rerun.
Road detection should emphasize continuity and route structure, not only color. Open-area detection should emphasize area and openness, not narrow strips.
### 3. Differentiated clearance
Default:
```text
roadAgentDiameterTiles = 3
openAreaAgentDiameterTiles = 5
runtime = unionClearance5 ∪ roadClearance3
```
This keeps the safe broad-body baseline while additively preserving narrow roads. When iterating, compare with the previous runtime grid:
```text
newWalkable > 0
newlyBlocked == 0 # for additive road-clearance improvements
```
### 4. Route cost and pathfinding
Use `route-cost-grid.json` and turn-aware A\*:
```text
stepCost = 10
turnCost ≈ 80
roadCost < openAreaCost
nearObstaclePenalty > 0
blockedCost = 9999
```
Report raw tile length, compressed segment count, turns, reachability, and layer-specific QA probes.
### 5. HTML collision preview
Use `templates/collision-preview/` as the default review page. It includes:
- canvas map preview;
- click-to-path;
- WASD / arrow movement;
- grid toggle;
- collision toggle;
- QA point toggle;
- semantic layer toggle `L`;
- turn-aware route HUD.
Publish this preview to public share after each meaningful revision.
## Expected output package
```text
background.png
annotations.json
image-recognition-candidates.json
recognition-source-audit.json
raw-walkable-grid.json
road-grid.json
open-area-grid.json
walkable-union-grid.json
road-clearance-grid.json
open-area-clearance-grid.json
union-clearance-grid.json
clearance-grid.json
walkable-grid.json
route-cost-grid.json
semantic-diff-report.json
latest-recognition-contract.json
06-final.tmj
qa/path-qa.json
qa/collision-overlay-probe-qa.png
index.html
style.css
script.js
```
## References
- `references/map-generation-prompt.md`
- `references/semantic-layered-clearance.md`
- `references/runtime-integration.md`
- `references/annotation-schema.md`
- `templates/collision-preview/`