- Make the bot start attacking the MOMENT it stops moving after an avoidance/safe-zone arrival, if something is at close range - treat it like "is rooted" for target weighting for one loop???
- Skill uses. Complete re-design. Concept idea: Loop through hotbar skills in a foreach loop in priority order, THEN do the if-checking on each of THOSE in order! Array/lookup table containing most skill use data (those that aren't special circumstance/unique stuff).
- Enable people to disable built-in unstucker. (either in part - eg the profile reloading/relogging stuff, or in full).
- Stuck when salvaging in act 3 sometimes? Add additional waypoints to help DB's navigation in town here?
- Are checkpoints detectable? If so utilize backtracking waypoints after each checkpoint, all the way up to death for perfect continuation after each death? Possible?
- Make the unstucker record the last XX movement locations like backtracker, for a "perfect" unstuck route (how reliable is this?)
- Kiting idea: Simply go back the way you came from before engaging the mobs, if backtracking is sued for anti-stuck idea above too?
- Allow leap, furious charge, teleport etc. for *ALL* movement in the combat routine, as extremely slow to use these during avoidance currently.
- Enable moving around at random in safe areas when "waiting" for avoidance to disappear, if enemy units are present, rather than stand still and rather than run back into AOE to attack the only unit available?
- Combine everything into the main decorator, and make the decorator a different BT node, for speed and repeat-attack improvements?
- Prioritize keeping frenzy stacks up - time when last used frenzy then make it high priority?
- Cancel avoidance if jailed? (is that check already in?). Infact, don't even look at avoid spots when jailed. Just hammer closest target and temporarily disable avoidance, unless teleport/leap etc. is available?
- If all targets are in avoidance zones, try to lead them away - find a safe spot even further away from the avoidance/enemies? A sort of initial attempt at kiting?
- Option to wait for specials like wrath of berserker to come off-cooldown before continuing always (like with azmo), some barbs may want to wait for wrath to come back before each elite group?
- Ability to buy potions up to 100, possible using same moveto code used to move things between inventory and stash, or DB has built in buy option?
- Prefer AOE spots that are clear of AOE's but have a monster nearby/in, for quick re-targetting after an avoid movement?
- Super quick unstuck kicks in at 500ms grants a tiny bit of movement in 90 degree direction from the target destination, should help when running against tiny objects? before main unstucker attempts a fuller unstuck?
- Allow mobs that have a very high priority (eg shamans) to be treated as elites for the extended kill radius so they don't get ignored at a long range?
- Check for a "full surround" (body-block detection) in the path between you and any loot/potions, to prevent stucks trying to go for a high weight globe no matter what is around you?
- Initial Demon Hunter skill implementation, minus kiting?
- Work on file-based or SQL based communications between all Trinity bots, to allow them to sync town-runs, click on flags to teleport to eachother and handle deaths etc. for party based combat? (would remove all this workload from Chucky to focus purely on the party inviting code). Would also be useful for stucks - teleport to town and click another bot member's flag to continue?