
#Sound Attract Mod - Raid & Group Behavior Configuration
[raid]

	[raid.group_roles]
		#Enable the leader/edge/follower role system for mob groups.
		#ON: Mobs are assigned roles: leaders attract to sounds, edge mobs scout and relay info, followers follow the leader.
		#     Edge mobs suppress their own detection to relay data back to the leader instead of attacking directly.
		#     During raids, only edge mobs can trigger scent-based raids and edge detection actions apply.
		#OFF: All edge and leader mobs chase sounds using AttractionGoal. Any mob can trigger scent raids.
		edgeMobSmartBehavior = false
		#Number of edge mobs per sector around the leader.
		#Range: 1 ~ 64
		edgeMobsPerSector = 1

	[raid.movement]
		#Speed multiplier when mobs sprint to rally to their leader during raid countdown.
		#Range: 1.0 ~ 5.0
		sprintMultiplier = 1.1
		#Distance at which an edge mob considers itself 'arrived' back at the leader.
		#Range: 0.5 ~ 16.0
		leaderReturnArrivalDistance = 2.0
		#Distance followers spread out from the sound target after arriving.
		#Range: 0.0 ~ 256.0
		followLeaderSpreadOutDistance = 24.0

	[raid.sound_trigger]
		#Allow sounds detected by mobs to trigger raids (rally group and advance).
		enableSoundRaid = true

	[raid.scent_trigger]
		#Allow scent trails to trigger raids when a mob reaches the trail end.
		enableScentRaid = false

	[raid.countdown]
		#Ticks between raid scheduling and raid advance (countdown / rally phase).
		#Range: 20 ~ 72000
		raidCountdownTicks = 100

	[raid.optimization]
		#During raid advance, only the leader scans for new sounds. Followers skip sound scanning entirely.
		raidLeaderOnlySoundScan = true
		#During raid advance, non-edge followers skip full detection and inherit target from edge mob or leader.
		raidFollowerInheritTarget = true
		#Action when an edge mob detects a player during raid advance. 'redirect' = update raid target, 'share' = only set target for nearby mobs.
		raidEdgeDetectionAction = "redirect"

	[raid.reinforcements]
		#Enable reinforcement spawning during raid countdown phase.
		enableRaidReinforcements = false
		#Per-entity-type reinforcement caps. Format: "modid:entity,maxCount". Example: ["minecraft:zombie,50", "minecraft:skeleton,20"]
		raidReinforcementCaps = ["minecraft:zombie,50", "minecraft:skeleton,20"]
		#Maximum total reinforcement mobs per raid.
		#Range: 0 ~ 500
		raidMaxTotalMobs = 80
		#Multiplier applied to per-type caps based on difficulty. E.g. Easy=0.5, Normal=1.0, Hard=1.5.
		#Range: 0.0 ~ 10.0
		raidReinforcementDifficultyMultiplier = 1.0
		#Ticks between reinforcement spawn attempts during a raid.
		#Range: 1 ~ 1200
		raidReinforcementInterval = 1

