AMBUSH TRIGGERS
===============

For the complete setup guide, see AMBUSH_SETUP_GUIDE.txt in this folder.

Each ambush needs a numbered marker (ambush_a1, ambush_a2, etc.) and at
least one matching wave mob marker. There is no default Zombie. A build
without explicit wave mobs stops with an error. Put markers on clear floor.

MOB TYPE
--------
Use zombie_3_a1_w1 for three Zombies in A1 wave 1, and spider_2_a1_w2
for two Spiders in wave 2. Mob names must be enabled in entities.csv.
Waves start at w1 without gaps. A grouped mob without _wN is in wave 1.
Ordinary mob markers without _aN are not part of the ambush.

AREA TRIGGER
------------
Place a structure block named ambush_a1 and switch it to SAVE mode.
With no matching control, its bounds
trigger the ambush. With a matching control, either entering the bounds or
pressing the control triggers the ambush.
Set Relative Position (X/Y/Z) and Structure Size (X/Y/Z) so the outlined
box covers the region the player should enter. Include enough vertical space
for the player. Click Done, save and exit the Minecraft world, then rebuild.
Each size must be 1 to 48 blocks. Leave rotation at NONE. The selection box
is only a trigger; it adds no visible walls or collision.

For a temporary in-game outline, enable Show ambush bounds (debug) under Build
Contents before compiling. The twelve thin edge meshes have no collision.
Turn the option off and rebuild for a finished map.

BUTTON, LEVER, OR PRESSURE PLATE
--------------------------------
Place a structure block named ambush_a1 and one named prop_button_a1.
Place matching wave mob markers separately. A
prop_lever_a1 or prop_pressure_plate_a1 also works. Use LOAD mode for these
markers if you want button-only activation. The matching _a1 suffix links the
control to the ambush. Another
group, such as _a2, works the same way. Enable both Mobs and Props at build.
The ambush starts when the control changes state after the map loads.

AMBUSH WALLS
------------
Use ambush_wall_N_a1 for a wall N blocks long, where N is 1 to 32.
The marker marks the first block; the wall extends to its right as seen
from the structure block's rotation. For example, ambush_wall_3_a1 makes
three adjacent wall panels. The wall is always three blocks high and thin;
N changes only its length. Plain ambush_wall_a1 still makes a three-block
wall centered on its marker for existing maps. Each panel uses the arena
barrier visual with a separate thin collision wall. Walls rise with A1 and
lower after its final wave ends.
The panels sit on the back edge of their marked blocks, half a block behind
each block centre, rather than cutting through the middle.

Right-hand extension by structure rotation:
  NONE                 +Minecraft X
  CLOCKWISE_90         +Minecraft Z
  CLOCKWISE_180        -Minecraft X
  COUNTERCLOCKWISE_90  -Minecraft Z

EXISTING MAPS
-------------
A LOAD-mode ambush marker always requires a matching control. A SAVE-mode
ambush marker can use bounds alone or bounds plus a matching control. A
numbered control does not match an unnumbered ambush marker, or vice versa.
Older unnumbered or mob-named ambush markers must be changed to numbered
ambush markers and given explicit wave mob markers before building.

The complete guide includes wave naming, limits, build options and troubleshooting.
