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Make ProductionFromMapEdge attack-move units #19361

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tjk-ws
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@tjk-ws tjk-ws commented Apr 21, 2021

It seemed odd for this production trait in particular to not attack-move the produced unit, so I took the liberty of pasting in the same line from the other production traits but kept the nearEnough parameter the same.

Tested in D2K and carryall arrival worked normally

@penev92
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penev92 commented Apr 21, 2021

There has been endless discussions around whether newly-produced units should move, attack-move, force-move, force-attack, attack-move-force or whatever when leaving a production structure (or in some cases just being produced outside the map).

  • This trait needs to be consistent with the other production traits.
  • This change can end up changing desired behaviour in some cases to undesired behaviour.
  • It should be up to the modder to decide whether to attack-move or just move or whatever. Meaning the TraitInfo should get a property that the production code can then switch over and queue the desired activity. (this again takes us back to the consistency point btw)

Also as a personal opinion it should not be up to the production traits, but rather the produced actors what they end up doing upon creation, but that is out of scope.

@abcdefg30
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If we're talking about the actor doing the delivery, it was afaik intentional that it's not attack moving. The idea was that it delivers the units as fast as possible without stopping at every corner when it encounters an enemy. Do you have a specific use case in mind that needs attack moving?

@tjk-ws
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tjk-ws commented Apr 21, 2021

If we're talking about the actor doing the delivery, it was afaik intentional that it's not attack moving. The idea was that it delivers the units as fast as possible without stopping at every corner when it encounters an enemy. Do you have a specific use case in mind that needs attack moving?

In this trait the produced actor moves to the producer itself, if it is targetable and is intercepted by enemy units en route without fighting back I think it's considerably worse of a situation.

@KOYK
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KOYK commented Apr 27, 2021

In this trait the produced actor moves to the producer itself, if it is targetable and is intercepted by enemy units en route without fighting back I think it's considerably worse of a situation.

Unfortunately that also means that newly produced air units will arrive at the base with zero ammo, and also any engineer that tries to sneak up from the edge of the map will surely die by some random newly spawned air unit.

No offence but personally I dont think its a good idea for those reasons. 👎 from me

@pchote
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pchote commented Apr 27, 2021

See #18161 for some previous discussion about the merits of AttackMove versus Move for newly produced units and possible solutions / configuration options for mods.

The wider topic being controversial is no excuse for leaving an obvious inconsistency in the code, so the general idea of this PR seems reasonable to me. This shouldn't change any gameplay aspects in upstream mods because its only used in D2k for Carryalls, which are non-combat units.

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KOYK commented Apr 27, 2021

See #18161 for some previous discussion about the merits of AttackMove versus Move for newly produced units and possible solutions / configuration options for mods.

The wider topic being controversial is no excuse for leaving an obvious inconsistency in the code, so the general idea of this PR seems reasonable to me. This shouldn't change any gameplay aspects in upstream mods because its only used in D2k for Carryalls, which are non-combat units.

My concern is with none official mods and how this behavior will change how they work.

@penev92
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penev92 commented Feb 28, 2023

I agree with @pchote on the consistency part. All other production traits use AttackMove. I assume that plays together with the ability of production structures to set the stance of the produced units, so would that be a solution here?

@tjk-ws tjk-ws closed this Apr 30, 2024
@tjk-ws tjk-ws deleted the pfme-amove branch April 30, 2024 14:55
@tjk-ws tjk-ws restored the pfme-amove branch April 30, 2024 14:55
@tjk-ws tjk-ws reopened this Apr 30, 2024
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6 participants