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guard_behaviour [2020/08/15 03:02] – turtlingherd | guard_behaviour [2023/02/17 14:41] (current) – "their interest points" miteusz |
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Information about a guard's current status is given by the status icon (if any) shown above them, and further information can be revealed by [[:observing]] them. | Information about a guard's current status is given by the status icon (if any) shown above them, and further information can be revealed by [[:observing]] them. |
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| A guard typically tries to take a shortest possible path to his destination. If possible, he moves diagonally first and orthogonally then. |
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===== Stationary ===== | ===== Stationary ===== |
[{{ :status:patrolling.png?160|A patrolling guard.}}] | [{{ :status:patrolling.png?160|A patrolling guard.}}] |
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A **patrolling** [[:guard]] has two patrol points. Provided that he has not [[#investigating]] something unusual, his goal in any given turn is to walk to the patrol point he has visited less recently. | A **patrolling** [[:guard]] has two patrol points. Provided that he is not [[#investigating]] something unusual, his goal in any given turn is to walk to the patrol point he has visited less recently. |
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Guards that start the mission patrolling will always start on one of their patrol points, but their initial facing direction may not be a direction he'd naturally be facing during this patrol. | Guards that start the mission patrolling will always start on one of their patrol points, but their initial facing direction may not be a direction he'd naturally be facing during this patrol. |
If a [[#stationary]] or [[#patrolling]] guard receives an [[#interest point]] without becoming [[#alerted]], they will move towards the interest point, and investigate it when they reach it: | If a [[#stationary]] or [[#patrolling]] guard receives an [[#interest point]] without becoming [[#alerted]], they will move towards the interest point, and investigate it when they reach it: |
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* Human guards investigate their interest points by [[:peeking#Peeking by guards|peeking]], first to the right, then to the left; while peeking, they have a wider effective [[:vision]] arc, and may [[#interest_point|notice]] an agent even behind [[:cover#soft cover]]. | * Human guards investigate their interest points by [[:peeking#Peeking by guards|peeking]], first to the right, then to the left in the direction them end their movement; while peeking, they have a wider effective [[:vision]] arc, and may [[#interest_point|notice]] an agent even behind [[:cover#soft cover]]. If a guard reaches his interest point orthogonally, he will peek from both his interest point and a tile in the front of him. If a guard reach his interest point in the front of a door, he will open this door before peeking. |
* All [[:drones]] except [[:guards:Pulse Drones]] investigate using their [[:Local Scanner]], which detects [[:agents]] within a radius of 4 tiles, even behind [[:cover#soft cover]]. [[:guards:Pulse Drones]] only scan at the start of their movement. | * All [[:drones]] except [[:guards:Pulse Drones]] investigate their interest points using their [[:Local Scanner]], which detects [[:agents]] within a radius of 4 tiles, even behind [[:cover#soft cover]]. [[:guards:Pulse Drones]] only scan at the start of their movement. |
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| The guards will prefer to reach their interest points orthogonally instead of diagonally. |
If the guard is investigating because they noticed a [[:door]] open or close, then they will turn to face through the door, and open it if it is closed, before peeking or scanning. When a guard investigates their interest point, their next behaviour depends on what they find: | If the guard is investigating because they noticed a [[:door]] open or close, then they will turn to face through the door, and open it if it is closed, before peeking or scanning. When a guard investigates their interest point, their next behaviour depends on what they find: |
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* If the guard finds nothing suspicious, then they return to their previous behaviour. | * If the guard finds nothing suspicious, then they return to their previous behaviour. |
* If the guard notices something suspicious but without becoming [[#alerted]], then they turn to face the new [[#interest point]] and continue investigating on the next enemy turn. | * If the guard notices something suspicious but without becoming [[#alerted]], then they turn to face the new [[#interest point]] and continue investigating on the next enemy turn. The guard never becomes alerted if he notices something suspicious only from a tile in front of his interest point, even if it is an agent hiding behind a cover. |
* If the guard sees a [[:KO|knocked-out]] agent or guard, a dead body, or a destroyed [[:drone]], then the guard turns to face the new interest point, becomes [[#alerted]], and [[#hunting|hunts]] there immediately if the guard has enough [[:AP]] to continue moving on the same enemy turn. | * If the guard sees a [[:KO|knocked-out]] agent or guard, a dead body, or a destroyed [[:drone]], then the guard turns to face the new interest point, becomes [[#alerted]], and [[#hunting|hunts]] there immediately if the guard has enough [[:AP]] to continue moving on the same enemy turn. |
* If the guard sees an [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a [[:drone]] or [[:mainframe devices:turret]] known to be a "traitor", then the guard turns to face the new target, becomes [[#alerted]] and immediately [[#overwatch|overwatches]], [[#tracking]] the target. | * If the guard sees an [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a [[:drone]] or [[:mainframe devices:turret]] known to be a "traitor", then the guard turns to face the new target, becomes [[#alerted]] and immediately [[#overwatch|overwatches]], [[#tracking]] the target. |
When an armed [[:guard]] sees a non-[[:KO|KOed]], non-[[:lethal_damage|lethally wounded]] [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a traitorous [[:guards:#drones|drone]]/[[:mainframe devices:turret]] with their primary [[:vision]], they immediately turn to most directly face the spotted enemy, shout and alert all nearby guards, and **overwatch** the seen enemy or enemies. If any guards hear this shout and are able to see the spotted enemy by turning, they will immediately do so and overwatch the target as well. | When an armed [[:guard]] sees a non-[[:KO|KOed]], non-[[:lethal_damage|lethally wounded]] [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a traitorous [[:guards:#drones|drone]]/[[:mainframe devices:turret]] with their primary [[:vision]], they immediately turn to most directly face the spotted enemy, shout and alert all nearby guards, and **overwatch** the seen enemy or enemies. If any guards hear this shout and are able to see the spotted enemy by turning, they will immediately do so and overwatch the target as well. |
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If an overwatched enemy performs actions that do not result in the [[:guard]] no longer being able to see them, the [[:guard]] will shoot that enemy, dealing [[:lethal damage]]. In addition, if the enemy is still in the [[:guard]]'s vision at the beginning of the [[:corporation]]'s turn, they will be shot as well. (Inventory management, such as equipping, dropping, picking up, or trading items, will not cause an overwatching [[:guard]] to shoot.) | If an overwatched enemy performs actions that do not result in the [[:guard]] no longer being able to see them, the [[:guard]] will shoot that enemy, dealing [[:lethal damage]]. In addition, if the enemy is still in the [[:guard]]'s vision at the beginning of the [[:corporation]]'s turn, they will be shot as well. (A few actions will not cause an overwatching [[:guard]] to shoot, such as using a [[:items:Buster Chip]], and inventory management actions, such as equipping, dropping, picking up, or trading items.) |
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[[:Agents]] and other agency-controlled units can escape overwatch themselves with any action that immediately results in them not being seen by any overwatching [[:guard]], such as: | [[:Agents]] and other agency-controlled units can escape overwatch themselves with any action that immediately results in them not being seen by any overwatching [[:guard]], such as: |