Allow more auto attack action kinds
Filing a bug so this isn't forgotten.
At the moment a unit won't auto attack if the worst case (pessimistic) possibility of success of all the auto attack actions is too low. An action without a known action probability, say because the probability depends on unknown information, has a worst case probability of 0% and a best case probability of 100%. An action with a worst case probability of 0% may still end up being performed if another action that appears after it in the auto attack action list has a better worst case probability. But if only that action is enabled it won't be done.Possible solutions:
- a white list of actions that may appear in attack_actions checked in rssanity.
- change the auto attack mechanism. (Maybe make it optimistic and look at best case probability?)
- allow rulesets to override the parts of the auto attack mechanism that prevents actions with a worst case of 0 from being performed.
#5 Updated by Sveinung Kvilhaugsvik over 2 years ago
- Subject changed from Only allow auto attack actions that work to Allow more auto attack action kinds
a white list of actions that may appear in attack_actions checked in rssanity
I implemented this in Feature #850300. This is now about allowing more action kinds for auto attack action.