Auto-attack: next target, melee/ranged rule after arts; chain range = cast range
- autoattack: when the target dies, the nearest enemy within close range (contact distance + a step) takes over; after an art the hero auto-attacks if the art was melee (walked up / cast close by), or ranged with a ranged weapon, or ranged with an enemy already in melee range; measured action codes and weapon classes in game/engine/orders.h - chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of 30, the art code's hit check) via the shared NearestHostile search - guards: burning bone render hook had the wrong signature (device plus a 4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit - crash reports follow the ebp chain before the raw stack scan Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -52,3 +52,36 @@ wind-up, 0.64 s attack, 0.43 s recovery).
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with a held button; the tick only restarts the attack after casts.
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- Self / ally arts pointed at an enemy lose their target
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(`src/mods/arttarget.cpp`) and therefore do not start auto-attack.
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## Next target, and auto-attack after arts (2026-10-16)
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User requests: when the target dies, go on with the next enemy close by;
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after a melee art always auto-attack, after a ranged art only with a ranged
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weapon.
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Measured with a temporary log (distance hero → target when the hero started
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the swing or cast, battlemage with a staff):
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- +0x150 low word: 1 walking (also walking up to a target), 3 weapon attack,
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4 casting a spell. The "1 art" above was the walk up; 8 (seen after it on
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2026-10-15) is presumably a combat move. Names in `game/engine/orders.h`.
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- Weapon swings started at 117..149 after walking up from up to 1382: the
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game's contact distance (`0x4dbaa0`, mean of both body radii by object
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type; heroes 110 with a weapon, 80 without).
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- Spells (Blitzschlag 0x21, art 5) started at once from 647..803: no walk-up.
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Their cast limit, if any, is beyond that.
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Rules (`autoattack.cpp`):
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- Close range = `ContactDistance(hero, hero) + 100` (≈ 210) with a melee
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weapon; 600 with a ranged one (TODO: measure a ranged hero). Ranged weapon =
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weapon class (`0x546df0`) 6 throwing, 7 bow, 12 crossbow, 13 pistol.
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- The target died: the nearest living hostile creature within close range
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(`game::NearestHostile`) becomes the target, else auto-attack stops.
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- An art order (not a buff / ally / corpse art) is watched until the hero
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starts it (action 4 or 8). It is melee if the hero walked first, ranged if
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it starts farther away than contact distance + 100, else as remembered for
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that art (default melee). Melee: auto-attack its enemy target, or the
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nearest enemy close by. Ranged: the same with a ranged weapon; with a melee
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weapon only an enemy already in close range (the art's target if it is,
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else the nearest), otherwise auto-attack stops. Until the art starts, no attack orders are sent.
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@@ -55,3 +55,15 @@ ends (a lone enemy is hit once). Two enemies: it bounces between them.
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First version (bolts copied for every jump, not using the game's chain)
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replaced the same day: it doubled the jumps.
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## Jump range = cast range (2026-10-16)
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User request: a jump reaches as far as a cast. Blitzschlag's hit check is in
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the art code (cCreature art switch `0x5222c0`, case 0x21): the ray from the
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caster towards the target is laid out in segments of 30, at most 20, each on
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passable ground (`0x636b60`); the bolt is created on the target only if the
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ray reaches it, otherwise the visible ray just stops. So the cast range is
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20 × 30 = 600. `CastRange()` in `chainlightning.cpp` returns it for every jump
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(also the first hop of extra chains), instead of the game's jump search radius
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(squared 100000, about 316). It is the one place to make the range dynamic
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later. Jumps do not check the ground in between.
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