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Longer one with explanation: If I remember correctly (pretty possible I don't), the ranged range is 8 tiles or so. So if you are in that range, everything is fine and you can make the shot, as long as it looks like there's a line of sight (I haven't seen too many issues with line of sight so I won't get into that).
However, if there's no clear path to the target to walk there (e.g. because allied or enemy characters are in the way), then the character will opt to walk around if possible. This usually results in effectively losing a turn or running into a very unoptimal location or even running through enemy ranks and using up all AP in the progress. I agree it's frustrating and stupid.
If it's not possible to reach the enemy to shoot or hit, I think they will not move at all.
Unfortunately, the only way to avoid this from happening is to, effectively and blandly, "keep calm and stay diligent". I.e. with melee characters, walk up to the enemy manually and then attack, and with ranged characters just make sure you are within range and preferably have a clear line of sight so that you can be sure that the attack can be done from the location where you are.
IMO this is unfortunately a blatant oversight on the subject of pathfinding. It is unlikely to change though. After a while you'll get used to it and see the problematic places that are likely to cause such jumpy behaviour, so it won't stay as frustrating forever, as long as you stay vigilant and don't let it happen.
But there could be a very simple solution: pathing for whatever you're trying to do is highlighted. This way we could see the ocational stroll into enemy lines before it happens
Edit: what I've done - moving to another characters tile swaps places and I use that in combat when Im worried my dps/tank might take a walk into middle earth