beyond-all-reason / beyond-all-reason/RecoilEngine
Allow `ATTACKMOVE`s `ATTACK` to exclude specified targets
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
There is currently no reasonable way to block the `FIGHT` command's auto generated `ATTACK` commands or block the targeting of the unit itself that I'm aware of from the Lua API.
@saurtron
Would it be possible/difficult to make units with active `Fight` commands ignore a table of `UnitID`s?
Contributor guide
Research direction
The issue names the Lua API and the Fight/ATTACKMOVE command behavior; start by tracing how Fight generates ATTACK commands and how target UnitIDs are selected. Done means active Fight commands can ignore a caller-specified table of UnitIDs, including the unit itself, with behavior verified in the relevant command tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- api, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100