Skip to content

Latest commit

 

History

History
100 lines (74 loc) · 4.35 KB

TODO.md

File metadata and controls

100 lines (74 loc) · 4.35 KB

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