From 907032b5d470a5ee11f33e4a565fec7034e06554 Mon Sep 17 00:00:00 2001 From: Krarilotus <51748815+Krarilotus@users.noreply.github.com> Date: Fri, 11 Sep 2026 14:32:00 +0200 Subject: [PATCH] docs: explain periodic unit enemy awareness --- docs/wiki.rst | 2 +- docs/wiki/game-mechanics/enemy-awareness.md | 14 ++++++++++++++ 2 files changed, 15 insertions(+), 1 deletion(-) create mode 100644 docs/wiki/game-mechanics/enemy-awareness.md diff --git a/docs/wiki.rst b/docs/wiki.rst index 131e770a..0fe155a8 100644 --- a/docs/wiki.rst +++ b/docs/wiki.rst @@ -29,7 +29,7 @@ For the recommended method of using SARIF files in Ghidra, see: The Game itself ------------------ - :doc:`Load balancing of the core game engine ` -- Game Mechanics +- :doc:`Enemy awareness ` - Graphics and Sound Systems - Modding Support - Multiplayer Architecture diff --git a/docs/wiki/game-mechanics/enemy-awareness.md b/docs/wiki/game-mechanics/enemy-awareness.md new file mode 100644 index 00000000..d674a656 --- /dev/null +++ b/docs/wiki/game-mechanics/enemy-awareness.md @@ -0,0 +1,14 @@ +# Enemy awareness + +Units periodically check for enemies. These checks are distributed over +different game ticks rather than performed by every unit at once. + +The nearest enemy and the enemy chosen for attack are not always the same. +Target selection takes account of the unit's orders, its current target and +the kind of enemy it is considering. A nearby enemy can still affect a unit's +awareness even when that enemy is not chosen as its next target. + +Each player has a shared list of potential enemies. The game refreshes these +lists periodically, excluding allies and unsuitable units. The lists have a +fixed capacity. With very large opposing forces, additional enemies can +randomly replace earlier entries, so the list need not contain every enemy.