4.3 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	TODO
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 - 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
 
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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 
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