@ -14,7 +14,8 @@ Usually, if an NPC is hostile, that means a threat got too close. Currently, pro
<center><img src="/static/img/ent/Personal_Space.svg" alt="(image: A visualization of proxemics by WebHamster of Wikipedia. Around someone are 4 concentric circles with varying diameters: within 25 feet is their public space, 12 feet is their social space, 4 feet is their personal space, and 1.5 feet is their intimate space.)" width="500" height="267.72"></center>
An NPC will become hostile under a few conditions:
An NPC will become hostile under a few conditions: <br>
<ul>
<li>An enemy faction member enters its social distance. Every character has a RangeBubble (Area2D) representing its social space. When a character enters range, its AI will assess both set of factions and change states upon finding a conflict. If there is a significant level desparity in the opponent's favor, though, the character will remain idle. </li>
<li>Someone attacked it or dealt damage to it. If their opponent isn't in range, they will become hostile and begin searching or ambushing. (There is no friendly fire, so teams aren't going to implode.) </li>
<li>Someone was damaged or attacked by it. Once again, if their opponent isn't in range, they will begin the hunt. </li>
@ -41,14 +42,19 @@ An NPC will lose hostility under a few conditions:
<h2>what happens after a character is no longer hostile? </h2><br>
The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration returns to its usual rate. Possibly some skills and items will be combat-only and will become disabled. <br>
<br>
<h2>Scenarios </h2><br>
A, B, and C are in team 1. D is allied with them. They are preparing to attack the idle team 2 (V, W, and X with ally Y). Both teams will be spotted by the patrolling team 3 (M, N, and O with ally P) in a minute. Team 2 and 3 are members of the same faction, while Team 1 is of an opposing faction. A, B, and D are within range of either other, while C is investigating something just out of range. V, W, and X are within range, while Y is stuck behind a rock just out of range. M, N, and O are patrolling, while P walks too slowly to be in immediate range of the others. A, V, and M are leaders of their teams. They lead, while their teammates flock with them. Allies are members of their own team(s). Ally team leaders will follow the team leader of the main team, while their teammates flock with them. Allies can have their own allies, resulting in large trails of allied groups. Allies will not engage against allies or support direct enemies of their allies. Allies may engage against allies removed or support direct enemies of allies twice removed, though. <br>
<h2>team hierarchy </h2><br>
Teams have a leader. If there are additional teammates, they will be followers of the leader. Teams can be allied with other teams. Generally, the leader of the ally team will become a follower of the main team's leader, while its teammates will be followers of their local leader. If a teammate has a pet, raises a minion, casts a summon, or triggers an event that grants it an ally, that character will be the leader of its own group, allied with the responsible teammate. Alliances can be gained or broken. <br>
<br>
Technically, allies are in their own team by themselves. Allies will flock within their own team and follow the general position of the main team or the individual teammate they are allied with. The main team will flock within their own team and ignore the positions of their allies. Allies will only share hostility with the main team through the coincidental case of being the same faction or type. <br>
Teams will be more or less oblivious to their allies' position and lose them if they aren't keeping up. They will support allies in combat, but they characters usually prioritize teammates over allies. <br>
<br>
If a necromancer is allied with a team of paladin, they will only enter hostility through their own terms. For instance, the paladins may attack a bear, but the necromancer will ignore it until the bear is a direct threat to itself. If the paladins attack another necromancer, the enemy necromancers will likely ignore the paladin-allied necromancer and never pose a direct threat. The allied necromancer may express idle supportive behavior like buffing the paladins, but it will remain idle. The politics of the main team trump that of other roaming teams. The allied necromancer will not enter combat with the paladins merely because it is the same type as the necromancers. It will also not idly heal the team that is currently directly opposed to its paladin allies. If the enemy necromancers were fighting a team of merchants, and the paladins completely ignore both groups, the necromancer ally will enter the fray in support of the necromancers and against the merchants. This may draw the paladins in, who will support the merchants and fight the necromancers. The allied necromancer will immediately lose hostility towards anyone directly opposed to the main team's leader. <br>
<center><img src="/static/img/ent/team_hierarchy.png" alt="(A diagram of team hierarchy. )" width="500" height="375"></center> <br>
<br>
If the necromancer raises 2 liches, each lich is the leader of its own team, and each team is allied with the necromancer. Let's say the liches summon vampiric minions, one of which converts someone to an allied ghoul whose alliance remains constant with its chaos dwarf buddy who in turn is allied with its wargolem. The paladin will respect the necromancer and liches but become hostile towards the vampires and all other evil monsters and vice-versa. <br>
<h2>scenarios </h2><br>
<center><img src="/static/img/ent/ally_chain.png" alt="(An illustration of the chain resulting from paladins allying with a necromancer who summons a vampire who converts a ghoul who is friends with a chaos dwarf who build a war golem.)" width="500" height="375"></center> <br>
<br>
A, B, and C are in team 1. D is allied with them. They are preparing to attack the idle team 2 (V, W, and X with ally Y). Both teams will be spotted by the patrolling team 3 (M, N, and O with ally P) in a minute. Team 2 and 3 are members of the same faction, while Team 1 is of an opposing faction. A, B, and D are within range of either other, while C is investigating something just out of range. V, W, and X are within range, while Y is stuck behind a rock just out of range. M, N, and O are patrolling, while P walks too slowly to be in immediate range of the others. A, V, and M are leaders of their teams. They lead, while their teammates flock with them. Allies are members of their own team(s). Ally team leaders will follow the team leader of the main team, while their teammates flock with them. Allies can have their own allies, resulting in large trails of allied groups. Allies will not engage against allies or support direct enemies of their allies. Allies may engage against allies removed or support direct enemies of allies twice removed, though. <br>
<br>
Technically, allies are in their own team by themselves. Allies will flock within their own team and follow the general position of the main team or the individual teammate they are allied with. The main team will flock within their own team and ignore the positions of their allies. Allies will only share hostility with the main team through the coincidental case of being the same faction or type. <br>
<br>
<ul>
<li>A attacked V. V and A are hostile towards each other. B and D gain hostility towards V from being in range of A. W and Y gain hostility towards A from V. Now A, B, and D are opposed to V, W, and Y and vice versa and begin fighting. C and X are bound to cluster closer or be approached by opponents and join in soon. </li>
@ -60,6 +66,16 @@ If the necromancer raises 2 liches, each lich is the leader of its own team, and
<li>Team 1 and team 2 are hostile towards each other with team 3 approaching. Ally P intersects with ally Y, triggering hostility between them. Teams 1 and 2 remain oblivious towards Team 3 and vice-versa. If team 3 starts going somewhere else, P will be left behind. Members of team 3 will gain hostility on a case by case basis as they flock nearby and inevitably get too close. </li>
<li>Team 1 and team 2 are hostile towards each other with team 3 approaching. Teammate M intersects with ally Y, triggering hostility between all of team 3 and ally Y. Team 2 will eventually enter the fray coincidentally. </li>
</ul>
<h3>ally chains </h3><br>
<br>
<center><img src="/static/img/ent/ally_chain.png" alt="(An illustration of the chain resulting from paladins allying with a necromancer who summons a vampire who converts a ghoul who is friends with a chaos dwarf who build a war golem.)" width="500" height="375"></center> <br>
<br>
If a necromancer is allied with a team of paladin, they will only enter hostility through their own terms. For instance, the paladins may attack a bear, but the necromancer will ignore it until the bear is a direct threat to itself. If the paladins attack another necromancer, the enemy necromancers will likely ignore the paladin-allied necromancer and never pose a direct threat. The allied necromancer may express idle supportive behavior like buffing the paladins, but it will remain idle. The politics of the main team trump that of other roaming teams. The allied necromancer will not enter combat with the paladins merely because it is the same type as the necromancers. It will also not idly heal the team that is currently directly opposed to its paladin allies. If the enemy necromancers were fighting a team of merchants, and the paladins completely ignore both groups, the necromancer ally will enter the fray in support of the necromancers and against the merchants. This may draw the paladins in, who will support the merchants and fight the necromancers. The allied necromancer will immediately lose hostility towards anyone directly opposed to the main team's leader. <br>
<br>
If the necromancer raises 2 liches, each lich is the leader of its own team, and each team is allied with the necromancer. Let's say the liches summon vampiric minions, one of which converts someone to an allied ghoul whose alliance remains constant with its chaos dwarf buddy who in turn is allied with its wargolem. The paladin will respect the necromancer and liches but become hostile towards the vampires and all other evil monsters and vice-versa. In the case all these groups were factionless, the paladin would be neutral towards the vampires and everything else down the chain. Neutral characters are generally low priority in combat, but AoE attacks can easily whip up hostility. <br>
<br>
If the necromancer dies, the lich and paladins will no longer restrain themselves from becoming hostility towards each other. <br>