Combat Logic Improvements
(#874)
* Improved support for forcing combat on non-hostile targets.
* * The /rgl forcecombat command has been adjusted to accept an optional ID, with a fallback to the current target's ID.
* * Added /rgl forcecombatclear to remove the target manually if needed.
* * Please reference the (searchable!) in-game Command List and FAQs for a full explanation.
* Removed redundant checks from the engage logic.
* Fixed a bug preventing the proper function of Priority Healing.
* Adjusted pre-target validation. An autotarget will no longer be assigned until validated (for distance, health, hostility, etc).
* * As a result, using the assist list will no longer force every MA target change to be reflected in peer xtargets, eliminating some nuisances and edge-case bugs.
* Adjusted target validation. Tightened conditions around target engagement.
* Added protections to stop (non-MA) peers from engaging non-hostile targets. The "Target Non-Aggressives" setting (default: false) can be enabled to bypass these restrictions.
* Improved handling of xtarget use and reset.
* Eliminated a bug in which too far/can't see/too close event handlers could be fired out of combat.
* * This unfortunately removes the "feature" of turning auto-attack on for a driver to instantly close distances to a target. The '/rgl pulltarget' command or "Pull Target" UI button is my humble suggestion for an alternative.