Improved Handling of assaulting Group Memory positions #352
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Added 'half step' movement to doGroupAssault and doAssaultMemory to force movement
Improved tacticsAssault timings, and prevents useless positions to be added
Improved tactical assessment when assaulting
Improved units about to fire rockets are prevented from dodging
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed potential 'shooting into air' occurrences
Fixed situations where AI would ignore enemies behind them!
Misc performance improvements
When merged this pull request will:
Individual actions: In addition to some performance improvements, the biggest addition is the introduction of a half-step state when assaulting positions in the group memory. This prevents the issue where the AI would sometimes have trouble pathing inside buildings, particularly second floors, when at a distance from the target building. The advantage is simple: The AI will actually move more actively. Also a very rare occurrence of "shooting into air" has been mitigated.
Group actions: The Garrison state has been removed from the potential pool of tactics when clearing nearby buildings. It didn't work as intended, and rarely had a good gameplay effect of challenging players.