Enemy activation budget in
Phase 4: cap how many enemies are awake at once.


Enemy activation budget
This lays the foundation for rich, full environments: lots of bodies in the world, bounded cost on the machine. Only the nearest N are fully awake at a time; the rest stay in place with state kept. The runner snapshots candidates, picks the active set, and toggles NavMesh, brain, and attack emitters. Budget and range are tunable per map. Debug overlay shows counts and distances when you want it. Next is the run director layer.