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<section autotoc="yes">
  <title>Processes</title>
  <p>Processes are the use of senses and internal thought processes.
  They don't take any game-time to run, so all of a mobs processes
  are always executed</p>
  <section>
    <title>Attitude</title>
    <p>Usage: 
      <code>attitude [{race=string:integer}] [{arch=string:integer}] [{name=string:integer}] [player=integer] [{group=string:integer}] [{god=string:integer}]</code>
    </p>
    <p>Determines the personal attitude of the mob, not a real behaviour.
    (The values here determine initial friendship value at first sight)</p>
    <section>
      <title>Parameters</title>
      <dl>
        <dt>
          <code>race</code> (stringint, multi, optional)
        </dt>
        <dd>Attitude against a race</dd>
        <dt>
          <code>arch</code> (stringint, multi, optional)
        </dt>
        <dd>Attitude against an archetype</dd>
        <dt>
          <code>name</code> (stringint, multi, optional)
        </dt>
        <dd>Attitude against a named object/mob/player</dd>
        <dt>
          <code>player</code> (integer, optional)
        </dt>
        <dd>Attitude against any player</dd>
        <dt>
          <code>group</code> (stringint, multi, optional)
        </dt>
        <dd>Attitude against a named AI group, see the "groups" behaviour</dd>
        <dt>
          <code>god</code> (stringint, multi, optional)
        </dt>
        <dd>Attitude against the followers of a named god</dd>
      </dl>
    </section>
  </section>
  <section>
    <title>Groups</title>
    <p>Usage: 
      <code>groups {name=string}</code>
    </p>
    <p>Configures the group membership of the mob, not a real behaviour.
    This can be used to set up one or more groups for the attitude
    behaviour's "group" parameter to match against.</p>
    <section>
      <title>Parameters</title>
      <dl>
        <dt>
          <code>name</code> (string, multi, mandatory)
        </dt>
        <dd>Membership in one or more named AI groups</dd>
      </dl>
    </section>
  </section>
  <section>
    <title>Look_for_other_mobs</title>
    <p>Usage: 
      <code>look_for_other_mobs</code>
    </p>
    <p>Simply look around for other mobs nearby</p>
    <section>
      <title>Parameters</title>
      <p>(No parameters)</p>
    </section>
  </section>
  <section>
    <title>Friendship</title>
    <p>Usage: 
      <code>friendship</code>
    </p>
    <p>Classify all detected mobs and assign friendship values to them.
    Should always come after look_for_other_mobs</p>
    <section>
      <title>Parameters</title>
      <p>(No parameters)</p>
    </section>
  </section>
  <section>
    <title>Choose_enemy</title>
    <p>Usage: 
      <code>choose_enemy</code>
    </p>
    <p>Choose the known mob with the lowest negative friendship as the current enemy
    should always come after friendship</p>
    <section>
      <title>Parameters</title>
      <p>(No parameters)</p>
    </section>
  </section>
  <section>
    <title>Plugin_process</title>
    <p>Usage: 
      <code>plugin_process plugin=string behaviour=string [options=string]</code>
    </p>
    <p>Plugin interface for processes</p>
    <section>
      <title>Parameters</title>
      <dl>
        <dt>
          <code>plugin</code> (string, mandatory)
        </dt>
        <dd>Plugin name, e.g. "lua"</dd>
        <dt>
          <code>behaviour</code> (string, mandatory)
        </dt>
        <dd>Behaviour name visible to plugin</dd>
        <dt>
          <code>options</code> (string, optional)
        </dt>
        <dd>Behaviour parameters visible to plugin</dd>
      </dl>
    </section>
  </section>
</section>
