beyond-all-reason / beyond-all-reason/RecoilEngine

Allow `ATTACKMOVE`s `ATTACK` to exclude specified targets

Open
#2,153 22 comments 0 reactions 0 assignees View on GitHub
Dominant language
C++
Stars
679
Forks
290
Avg merge
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Merged PRs (30d)
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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

Open the contributing 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

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