The next wave never starts because one enemy is stuck somewhere
A wave that waits for the last enemy hangs the whole game if that enemy walked out of the map or is stuck against a wall. This helper looks at where each living enemy has been and names the ones that are outside or have not moved for a long time.
Why this works
A real fight never leaves an enemy motionless for many seconds or far outside the map. Both are visible in a trace of positions, so they can be found and shown to the AI without searching the level.
When not to use it
Some enemies are meant to stand still, like a turret or a sleeping guard. List them as exceptions, or the check reports them every wave.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 50 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 next wave never starts because one enemy is stuck somewhere" (read_entry work-act-wave-never-ends-stuck-enemy) 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