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Move ValidRelations from Capturable to Captures #20261

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merged 2 commits into from Sep 9, 2023

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PunkPun
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@PunkPun PunkPun commented Sep 6, 2022

When working on adding auto-target for Captures I noticed that valid player relationships is defined on Capturable instead of Captures. This is the complete opposite of how we define weapons, we put ValidRelations on warheads and projectiles. Not on the targets.

@PunkPun PunkPun force-pushed the move-relations branch 3 times, most recently from 1c8d62e to 1944e6a Compare September 6, 2022 17:38
@penev92
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penev92 commented Sep 11, 2022

I think if we want a real improvement (in flexibility) we should have both. Otherwise this is simply moving stuff around for no actual gain (well yes, consistency).

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PunkPun commented Sep 11, 2022

we gain the ability to treat capturing as a weapon, if we keep on the capturee we'll lose that again

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penev92 commented Sep 11, 2022

Okay, how do you denote that "this is a special structure that can be captured by an/any friendly capturing unit (engineer)"?
And how do you think that compares to "this unit type (or types) can capture any friendly structure" use-case-wise?

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PunkPun commented Sep 11, 2022

See TD engineer in this PR. For me this is a necessary step towards Captures auto-target implementation, the added benefit is consistentsy

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Motivations seem reasonable enough to me.

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I did some tests, there seem to be some regression in TD mod. With the setup below, i see red cursor on my and AIs husks and despite red cursor showing up on AI's PP i can capture it with one engineer. Neutral and Creeps ones show green cursor as normal and are also one-engi capture.
image

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PunkPun commented Sep 5, 2023

Fixed

@Mailaender Mailaender merged commit 5cc59ae into OpenRA:bleed Sep 9, 2023
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Changelog

@PunkPun PunkPun deleted the move-relations branch September 9, 2023 11:49
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5 participants