Assign agent {0} to squad {1}
Puts one agent in a squad. Use case: build patrol teams at layout start.
Auto assign nearest free {2} slot in squad {1} to agent {0} from {3}, {4} max {5} ttl {6}
Finds nearest free slot and reserves it. Use case: auto-pick closest cover for each squad member.
Clear squad {0} state {1}
Removes one shared squad key. Use case: clear temporary rally point after regroup.
Invalidate plans for squad {0}
Marks squad members stale for next planning update. Use case: tactic changed for full squad.
Load slot positions for squad {0} type {1} from {2}
Loads many slot positions from JSON array data. Use case: import a pre-authored cover map.
Load slot positions for squad {0} type {1} from {2} key {3} agent {4}
Loads slot positions from a world-state key. Use case: share dynamic slot maps through state data.
Release slot {2} of type {1} in squad {0}
Releases a reserved slot. Use case: free cover slot when an agent moves away.
Remove agent {0} from squad
Removes one agent from its squad. Use case: cleanup when an NPC is defeated.
Request plans for squad {0}
Requests immediate planning for squad members. Use case: execute synced reaction now.
Reserve slot {2} of type {1} in squad {0} for agent {3} for {4} sec
Reserves a squad slot with TTL. Use case: allocate unique cover nodes to avoid overlap.
Set slot {2} of type {1} in squad {0} to {3}, {4}
Defines one slot position from event-sheet coordinates. Use case: set cover node positions at layout start.
{0} slot {3} of type {2} in squad {1} for agent {4} ttl {5}
Combined reserve/release slot action. Use case: simplify event sheets while keeping full slot control.
Set squad {0} leader to agent {1}
Sets the leader agent for a squad. Use case: only leader chooses squad tactic.
Set squad {0} state {1} to {2}
Writes shared squad state. Use case: set tactic to flank_left for all members.
{0} plans for squad {1}
Combined invalidate/request squad planning action. Use case: choose delayed or immediate squad replan with one ACE.