# TODO ## General TODO - Obstacles anywhere but outer 3 border tiles rule - just use generic obstacle render atm - Once api up again - store skeleton trap mode once can see and verify on live data - store xbow mode once can see and verify on live data - double check sweeper angles being rendered same as in game once clan seeker up - own connection - purchase from alex - set up on own small EB app - trap access (if leadership go for it) - new, dedicated credentials of own - Privileged vs unprivileged analysis - warnings if not using traps - asterixes against rules which traps have an effect - password protection (in the wrong hands opposition would see our trap locations) - analysis performance, currently too slow - MapCoordinate trait with underlying FloatMapCoordinate, TileCoordinate, Tile - encourage integer math where possible and prevent widening - Views of tile sets (e.g. TileBlock returned from matrix - Redo ranges - should include underlying cached set of tiles + tilecoordinates contained - Some TH9 rules - Queen Charge into wall breakable compartment shouldnt get to 2 air defs - It should require either a jump spell or 2 wall breaker groups in order to access the queen. - on equidistant hog lure, mark it as such or ignore it all together (maybe a pink line showing equidistant, non luring alternative path - TH10s without infernos should go under TH 9.5 rules? - separate hole in the base rule - just to highlight really bad issues (due to ignoring some others) - expand possible trap locations for channel bases. e.g. see spandan and vicious 2.0 an sparta home base - Begin on DGB: - class PossibleDoubleGiantBomb(anchors: (Either[Defense, PossibleTrapLocation], Either[Defense, PossibleTrapLocation]), gbs: (PossibleTrapLocation, PossibleTrapLocation)) - BK Trigger rule further tweaks. should show red for all non-compartment tiles floodfilled from triggered - clarify AQ range - see iphoto screenshot of greg raid. possibly shown on ppetes war base - TH11 rendering - new levels and warden + eagle - sbt deploy task - 3d render - split map display 2d apart. New inner stage container - drawLine(tile1, tile2) which transforms to 2d or 3d view - separate rule groups for farm vs arranged - pass, warning, fail levels (e.g. for minion anchors) - integration tests ## TH8 TODO Rules - air defs should be a minimum distance apart - SAMs not next to each other - one kills a dragon - loon pathing - must be >= 3 defenses to go through to path to air defs - OR must be > certain distance - should also consider air trap placement - should also consider air sweeper placement - minimum 3 DGB possible spots (including diagonal) - minion anchors (warning only, no hard fail, once that functionality is built) - wb t junction warning ## TH8 TODO Rules once traps available - spring trap locations (resting on defenses) - skele traps should be on ground and not triggerable during cc lure - skele traps + air traps not within dgb positions (gives info for cleanup if first hit was with air) - 3 viable DGB spots (more difficult) - farm wars - teslas in diff compartment for gowipe - trash buildings in front of all outer ring defenses ## TH9 Rules - EQ cant connect >2 GB/DGB positions + AQ - Jump doesnt connect too many AQ, GB - queen needs to be protected from “suicide dragons” Specifically, an air sweeper pointed to protect the queen, or (more commonly) a black mine between the queen and the likely dragon entry point - black bombs within range of queen or air def - to get hounds or suicide drags. red bombs out of range of air defs - The defenses around your DGB should be more than 4 tiles from an exterior wall Ensures the defenses aren’t eliminated using a queen walk ## TH10 Rules - cant get 2 infernos with one freeze ## Expansion ideas - Hog pathing analysis - start paths from each tile and be able to select/see individual paths from defense to defense to show DGB issues - multiple goals/rulesets: - farming (protected loot, give away easy shield - one star, but no value for more than) - war - depending on clan and level, this might be to prevent 1 star, prevent 2 star, or just prevent 3 star - trophy? - provide weaknesses for attack types. e.g. drags doesnt consider DGB locations, hogs dont consider air def high hp. - queen walk pathing from drop point