ToDo
From LoopBot
Contents |
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Currently In Development
- LoopBot now implements LavishNav, however the following are standing issues I am currently addressing:
- There is a threading issue with the mapper that is causing region object variables to be overwritten at each pulse. Many of the following issues are a result of this.
- Connecting surrounding neighbors is not working exactly as expected, more investigation is needed
- isPathObstructed from Region A -> Region B Centerpoints occasionally returns true, when the path is not actually obstructed
- Possibly (probably) an issue with the Z-Axis (checking IPO from below the ground to some point above it)
- Current implementation auto-connects Current and Previous regions, this is not desirable
- Only connect Current and Previous regions if their centerpoints are within 10 yards of each other and path is not obstructed
- Plot pulses should occur more frequently for for a tighter map, but not so frequent that there are FPS issues
- For consideration: Use points instead of boxes for plotting for smaller map file sizes ... is this desirable?
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Pending Work Items
The following are items are in the task queue, usually in order of next to be completed (top) -> last to be completed (bottom), but development does not necessarily always follow in this order.
- Run back to corpse on death
- Find safe spot to res
- Implement clsEvent to wrap Attach/DetachEventTarget
- Events either fire multiple times in succession or they remain fired long enough that the handling method is called more than once. This is bad, the wrapper will prevent this.
- Check if it's safe to loot a corpse without aggroing additional mobs
- Implement check if a mob can cooperate with others (.CanCooperate) - Red is including this in the next ISXWoW patch
- If too many mobs will chain, ignore them all, select a new target
- Once we acquire a target and move to it, just before we cast, check if it's still the best target.
- sequenceSpell(...) should have an overridden method to permit ClickTerrain for AOE and clickable spells
- If in combat during the loot sequence, exit combat to deal with the mob attacking us
- If inventory is full, get things out of the bags, current implementation will continue to try and loot corpses if the inventory is full
- This increments the Looted Mob count, even though the loot is not successful
- Disable looting if we have no bag space for 3 loot attempts
- Implement Auto Login and Auto Reconnect
- Implement LavishSettings for all Runtime Options
- When we aggro a mob during our advancement phase, it takes several seconds to determine we want to target and attack him. Need a faster turn-around here.
- Re-evaluate bestTarget method - this calculation appears to be taking too long.
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Completed Work Items
The following are work items that were completed (and the date of completion) by release:
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Private Beta 0.1
- [RESOLVED] Pathfinder works as expected, movement along the path is hard locking WoW, may be one of two issues:
- A frame lock is in place around the entire moveTo method ... This was the issue. Fixed.
-
Threading issue? currentDestination may be changing as the moveTo method is executing
- [RESOLVED] Movement along an acceptable path requires the character to stop at each hop before proceeding. Smoothing is needed.
- [RESOLVED] Alternate Path Determination - If a path is obstructed or a target is out of line of sight, we must propose an alternate path to reach our destination.
