The player clicks on a wall or an island and the unit just stands there
When the target cannot be reached, most searches give up and nothing happens, which feels broken. Here is how to send the unit to the best spot it can really get to, and how to choose that spot fairly.
Why this works
Players point at what they want, not at what is reachable. Searching outward from the unit and then choosing the nearest spot to the click turns an impossible request into the closest honest answer instead of a silent failure.
When not to use it
Skip it when a click on something unreachable should be refused with a message, such as an attack on an enemy behind a wall. Walking up to the wall there would mislead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The player clicks on a wall or an island and the unit just stands there" (read_entry path-to-nearest-reachable-spot) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP