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Consider AutoTarget ScanRadius when attack moving #20257

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merged 1 commit into from
Jul 25, 2023

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PunkPun
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@PunkPun PunkPun commented Sep 4, 2022

closes #17503

After 4 years melee units will be able to attack move again

This PR basically reverts #16942 for units on AttackAnything stance

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I wouldn't call it a revert, you made it configurable which looks like the right way to go.

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Mailaender previously approved these changes Sep 9, 2022
@Mailaender Mailaender requested review from Mailaender and removed request for Mailaender September 12, 2022 18:26
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I misunderstood the change and thought this would solve the problem by moving it to a per-unit setting in .yaml

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PunkPun commented Sep 13, 2022

Screenshot 2022-09-13 at 13 25 09

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PunkPun commented Sep 13, 2022

The first part is crucial for melee units, as they fully rely on ScanRadius.

The second part is there to keep the behaviour consistent and not introduce any code landmines for the future from the behaviour mismatch

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PunkPun commented Mar 15, 2023

Testcase in RA - spies. They have a long autoscan radius

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penev92 commented Jul 25, 2023

@abcdefg30 I seem to remember you were not convinced by something here?

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I wasn't convinced about the attack-move behaviour, but I think this PR is fine for now. (The problem is units endlessly chasing instead of moving to their attack-move target. But that is OK in this PR since it only applies to units in the AttackAnything stance.) Hence I removed the label. :)

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OK. Hopefully this will get thoroughly tested during playtesting.

@Mailaender Mailaender merged commit 3207d01 into OpenRA:bleed Jul 25, 2023
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On attack move auto-target scan radius beyond weapon range seems to be fully ignored
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