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