Idle State & Engagement Trigger
Before combat begins, all enemies are in an idle state, passively roaming their assigned area.
An enemy will enter Assault Mode and trigger a global alert when any of the following conditions are met:
- The enemy is shot by the player
- The enemy witnesses the death of another enemy
- The enemy detects the player directly
Once triggered, all enemies in the area are immediately alerted and switch from idle to Assault Mode, actively engaging the player.
Combat Behavior
- Upon detection, enemies may either:
- Reposition first (small chance)
- Then Immediately shoot (or Move if they didn’t reposition), then perform the other action (If reposition → shoot → move → shoot or move → move or shoot)
- Enemies will stand still while shooting, unless the player is in very close range, in which case they may reposition or switch to melee (if available).
Shooting Sequence System
- To prevent overwhelming the player, there is a targeting sequence system:
- A maximum of 2 ranged enemies can attack the player simultaneously.
- The next set of attackers is randomly chosen from eligible shooter enemies.
- After each shooting sequence, there is a 1–2 second interval before the next attackers are selected.
- Exceptions:
- Boss enemies are not limited by the shooting sequence rules and may attack whenever their cooldown allows.
- Melee enemies are excluded from the sequence and can engage freely when within range
