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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@@ -8,13 +8,22 @@
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// becomes the hero's combat target if it is a living creature and not an ally.
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// Every engine tick in which the hero is idle, no mouse button and no skill
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// key is held, the attack order a left click sends goes to the target again.
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// A walk order (mouse move, WASD, stop) or the target's death ends it.
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// A walk order (mouse move, WASD, stop) ends it. When the target dies the
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// hero takes the nearest enemy within close range (weapon reach and a step).
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// After an art: a melee art (the hero walked up to cast it, or casts it from
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// close by) always leads to auto-attacking (its target, else the nearest
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// enemy close by); a ranged art (cast from beyond close range) only with a
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// ranged weapon, or with a melee weapon when an enemy is in melee range. Which arts are ranged is seen when the hero starts them and
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// remembered per art. User requests of 2026-10-16.
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// Between swings the hero does not go idle at all: the end-of-swing check for
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// a held mouse button is answered "held" for the auto-attack target.
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// Measured with an order log, see docs/auto-attack.md.
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#include <atomic>
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#include <cstdint>
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#include <unordered_map>
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#include <windows.h>
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#include "game/engine/arts.h"
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#include "game/engine/events.h"
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@@ -30,11 +39,27 @@ namespace {
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// After an attack order, wait this many ticks for the hero to start it before
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// sending another one (it takes about 2 ticks).
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constexpr int kStartTicks = 5;
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constexpr int32_t kActionAttack = 3; // +0x150 low word
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// "Close range": where the hero touches a creature (game::ContactDistance,
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// heroes swing from 117..149) plus a step.
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constexpr int kStep = 100;
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// TODO(measure): the reach of ranged weapons (no ranged hero measured yet).
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constexpr int kRangedWeaponReach = 600;
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// An art order that has not started after this long is forgotten.
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constexpr DWORD kCastStartMs = 5000;
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std::atomic<uint32_t> g_target{0};
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int g_waitTicks = 0;
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// The hero's last art order until the hero starts it.
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struct CastWatch {
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uint16_t art = 0;
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uint32_t target = 0; // an enemy, or 0
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bool walked = false;
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DWORD since = 0;
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};
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CastWatch g_cast;
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std::unordered_map<uint16_t, bool> g_artRanged;
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bool IsEnemy(void* hero, uint32_t id) {
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if (id == 0 || id == static_cast<uint32_t>(game::CreatureField(hero, game::kCreatureId))) {
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return false;
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@@ -43,19 +68,89 @@ bool IsEnemy(void* hero, uint32_t id) {
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}
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bool Idle(void* creature) {
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return (game::CreatureField(creature, game::kCreatureAction) & 0xffff) == 0;
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return game::CurrentAction(creature) == game::kActionIdle;
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}
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// How far the hero looks for its next target.
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double CloseRange(void* hero) {
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if (game::HasRangedWeapon(hero)) {
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return kRangedWeaponReach;
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}
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return game::ContactDistance(hero, hero) + kStep;
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}
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uint32_t NearestCloseEnemy(void* hero, uint32_t except) {
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return game::NearestHostile(hero, hero, CloseRange(hero), except);
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}
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// The hero started the watched art: decide what it auto-attacks afterwards.
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void OnCastStarted(void* hero) {
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const CastWatch cast = g_cast;
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g_cast = {};
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void* target = cast.target ? game::GetCreature(cast.target) : nullptr;
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bool ranged = false;
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if (cast.walked) {
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g_artRanged[cast.art] = false;
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} else if (target && static_cast<int>(game::DistanceTo(hero, cast.target)) >
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game::ContactDistance(hero, target) + kStep) {
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g_artRanged[cast.art] = ranged = true;
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} else {
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const auto known = g_artRanged.find(cast.art);
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ranged = known != g_artRanged.end() && known->second;
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}
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if (ranged && !game::HasRangedWeapon(hero)) {
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// A ranged art with a melee weapon: auto-attack only what is in melee
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// range already (its target if that close, else the nearest enemy).
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const bool targetClose = target && game::DistanceTo(hero, cast.target) <= CloseRange(hero);
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g_target = targetClose ? cast.target : NearestCloseEnemy(hero, 0);
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return;
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}
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g_target = target ? cast.target : NearestCloseEnemy(hero, 0);
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}
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void WatchCast(void* hero) {
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if (!g_cast.since) {
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return;
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}
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if (GetTickCount() - g_cast.since > kCastStartMs) {
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g_cast = {};
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return;
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}
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switch (game::CurrentAction(hero)) {
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case game::kActionWalk:
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g_cast.walked = true;
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break;
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case game::kActionCastSpell:
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case game::kActionCombatMove:
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OnCastStarted(hero);
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break;
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default:
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break;
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}
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}
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void OnTick(uint8_t* engine) {
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const uint32_t id = g_target.load();
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void* hero = game::ControlledCreature(engine);
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if (!hero) {
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g_target = 0;
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return;
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}
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WatchCast(hero);
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if (g_cast.since) {
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return; // the art decides once it starts
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}
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uint32_t id = g_target.load();
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if (!id) {
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return;
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}
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void* hero = game::ControlledCreature(engine);
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void* target = game::GetCreature(id);
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if (!hero || !target || !game::IsAlive(target)) {
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g_target = 0;
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return;
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if (!target || !game::IsAlive(target)) {
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id = NearestCloseEnemy(hero, id);
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g_target = id;
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target = id ? game::GetCreature(id) : nullptr;
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if (!target) {
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return;
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}
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}
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if (!Idle(hero)) {
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g_waitTicks = 0;
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@@ -129,7 +224,7 @@ char __fastcall AttackHeld(void* cursor, void*) {
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const uint32_t id = g_target.load();
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void* hero = game::GetPlayerHero();
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if (!id || !hero || mods::skillkeys::KeyHeld() ||
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(game::CreatureField(hero, game::kCreatureAction) & 0xffff) != kActionAttack) {
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game::CurrentAction(hero) != game::kActionAttack) {
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return 0;
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}
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void* target = game::GetCreature(id);
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@@ -161,12 +256,17 @@ void OnOrder(void* creature, const game::CreatureOrder& order, void*) {
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g_target = static_cast<uint32_t>(order.a);
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}
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break;
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case game::kOrderUseArt:
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if (IsEnemy(hero, order.target)) {
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g_target = order.target;
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case game::kOrderUseArt: {
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// Buffs and the like (aimed at the hero or an ally) leave the target.
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const auto launch = game::ArtLaunchType(static_cast<uint16_t>(order.art));
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if (launch == game::LaunchType::SelfOrAlly || launch == game::LaunchType::Corpse) {
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break;
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}
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g_cast = {static_cast<uint16_t>(order.art), IsEnemy(hero, order.target) ? order.target : 0u, false,
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GetTickCount()};
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break;
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}
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}
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}
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struct OrderRegistration {
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