Tactical maneuvers coordinate positions and attack requests. Target acquisition, weapon choice, health decisions, and emergency interruption belong in the surrounding graph or game systems.

Attack

Use Attack for direct engagement at the distances supplied by each IAttackAgent. Keep the reported minimum, maximum, and angle consistent with the equipped weapon.

Charge

Charge assembles a row and advances directly. Tune initial formation and group-arrival behavior when the visual impact depends on a coordinated line. Ensure animation and attack logic support the intended transition into contact.

Flank

Flank distributes members across enabled left, right, and front approaches. Confirm every chosen region lands on navigation data around the actual target. In confined spaces, select a direct maneuver instead of widening sampling until agents choose unrelated points.

Surround

Surround creates slots around the target and attacks from multiple directions. It needs enough circumference for group size and agent radius. Walls near the target can invalidate part of the circle.

For Flank and Surround, decide whether a moving target should cause continuous reforming or make a higher-level branch cancel and restart after a large displacement.

Ambush

Ambush separates waiting from engagement. Place hold locations where the target cannot immediately invalidate the reveal. Group Arrival intentionally waits for every registered member, so define how the graph handles a disabled or stuck agent.

Leapfrog

Leapfrog alternates advancing and covering roles. Use a group size and spacing that leaves clear firing lanes and reachable next positions. The attack implementation must expose range and readiness that support the covering interval.

Shoot and Scoot

Shoot and Scoot attacks for a configured duration, then relocates. Tune duration and relocation distance together, and test several iterations. A very short move looks stationary; a long move can cross exposed or unreachable geometry.

Defend

Defend creates a perimeter around an object or position and engages valid targets. Size it against weapon range and the protected area. Avoid frequent slot reassignment when defenders should retain sectors.

Retreat

Retreat withdraws from a target. It needs reachable space away from the threat. Define a fallback for corridors, corners, or enclosed rooms where no valid route away exists.