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 FIREFIGHT PROTOCOL  -  v0.1.1 EARLY PLAYTEST
 Halo Firefight-style wave survival for Cyberpunk 2077
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This is an early playtest. Expect rough edges. Your feedback
decides what gets fixed and built next.


REQUIREMENTS
------------
- Cyberpunk 2077 (tested on Patch 2.5)
- Cyber Engine Tweaks (CET)
- Codeware
- RED4ext (required by Codeware)

Use the latest version of each one for your game patch.


INSTALL
-------
1. Drag the "bin" folder from this zip into your Cyberpunk 2077
   game folder (the one that has bin, archive, r6 in it).
2. The mod ends up here:
   bin\x64\plugins\cyber_engine_tweaks\mods\Firefight Protocol\
3. Launch the game and load a save.

To uninstall, delete the "Firefight Protocol" folder above.


HOW TO PLAY
-----------
1. Find an open area, ideally flat ground with some room.
   Wherever you stand when you deploy becomes the arena center.
2. Open the CET overlay. A "Firefight Protocol" window appears.
3. Pick a mode and press DEPLOY.
4. Survive.

You can also bind hotkeys in CET > Bindings > Firefight Protocol:
- Start Firefight
- Stop Firefight (also clears the area)


MODES
-----
TRADITIONAL (MELEE)
  Strictly melee. Your guns, grenades and quickhacks are locked
  for the whole match, and enemies only bring blades and blunt
  weapons. Rounds: Maelstrom > Tyger Claws > Arasaka.

MODERN (FIREARMS)
  Nothing is locked. Rounds: Valentinos > Militech > Arasaka >
  NUS Black Ops (needs Phantom Liberty).


HOW A MATCH WORKS
-----------------
- Every faction is a round of 5 waves. Wave 5 is the boss wave.
- When only 1-2 enemies are left, the next wave drops in after a
  5-second countdown, so keep moving.
- Boss waves wait until you clear everything, then give you a
  10-second "PREPARE YOURSELF" countdown.
- Bodies and dropped loot are cleared every 2 rounds.

ENDLESS SETS
  Clear every round and a new, harder set begins:
  - Set 2: no grunts. Heavies and elites only.
  - Set 3: all elite enemies.
  - Set 4: enemies start getting faster.
  - Set 5+: UNCHARTED TERRITORY. Random enemies from every
    faction, random speeds, and 2 random skulls (modifiers).
    You get a 5-second warning to abort before it starts.

  Traditional's Arasaka boss wave rotates between an Arasaka
  Ninja Squad and Arasaka Samurai, set by set.

SCORING
  Points per kill by enemy tier, multikill bonuses (double,
  triple, quad), plus bonuses for clearing waves, rounds and
  sets. Your final score shows when the match ends.


KNOWN ISSUES
------------
- Melee enemies may still take turns attacking. That's part of the
  game's own melee AI; v0.1.1 makes them much more aggressive.
- Enemies take cover a lot in some locations. Open ground works
  best until custom arenas exist.
- An enemy can occasionally fail to spawn. It gets removed after
  10 seconds so the wave doesn't get stuck.
- Kill counts from other kill-tracking mods may not match the
  Firefight count (knockouts are counted as kills here).
- Uncharted Territory (Set 5+) and the Arasaka Samurai are the
  least tested parts.
- Pausing freezes the match. Loading a save resets it and
  removes the melee lock.


FEEDBACK
--------
Most useful to report:
- What set and round you reached
- Anything that broke, plus a screenshot of the CET console
  (it logs every wave with lines starting "[Firefight Protocol]")
- Enemies that felt unfair, too easy, or just stood around


FOR MODDERS
-----------
All enemies, factions, wave sizes, timings and scoring live in
waves.lua. Every value is commented. You can add your own
factions, swap enemies or build custom enemies without touching
the main code.

Planned: a simulation arena building with environments, more
modes, and a 1v1 duel mode.
