ToDo

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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?

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.

Completed Work Items

The following are work items that were completed (and the date of completion) by release:

Private Beta 0.1

  • [RESOLVED] Pathfinder works as expected, movement along the path is hard locking WoW, may be one of two issues:
    1. A frame lock is in place around the entire moveTo method ... This was the issue. Fixed.
    2. 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.
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