OK, so I started looking at the way waypoints were handled and got REALLY confused!
But I think I have discovered the current behaviour and what I want to change it to.
Right now:
- A Single step (that is not a r/R/N) with multiple coordinates gets a waypoint for every map coordinate and no autocompletion or waypoint proximity deletion.
- A r/R/N step with CC tag gets all the waypoints and autocompletes when the last one is reached.
- A r/R/N step with CS tag gets all the waypoints and autocompletes when the waypoints are hit in sequence
- A r/R/N step with no tag gets all the waypoints and does not autocomplete
- If there are sticky steps (i.e. more than one step active), the waypoints and mode for the last step take effect for ALL steps
Why case #5? It turns out there is a global flag controlling both the autocomplete mode and proxymity deletion. For sticky steps what mode is in effect is never obvious. So really, I want to make it a property of each step’s waypoint.
So my proposed alternative is:
- A step with no CC or CS tag and one waypoint gets the waypoint and gets no proximity deletion and no autocomplete based on waypoints (think NPC locations for a A step).
- A step with no CC or CS tag and multiple waypoints gets all the
waypoints and gets proximity deletion and no autocomplete based on
waypoints (think mob locations for a C step). Each time a waypoint is deleted, the closest one is selected. - A step with a CC tag gets all the waypoints and gets proximity deletion, and autocompletes when the last waypoint is hit if it is a r/R/N step.
If it is not a r/R/N step, then the last waypoint stays active until the step is otherwise completed. (think possible path if you run there, but shortcut if you fly there, an A step for an NPC on a mountain). The waypoint arrow points to the last waypoint. - A step with a CS tag gets all the waypoints and gets proximity deletion, and forces you to hit each of the waypoints in sequence to autocomplete. The waypoint arrow points to the current waypoint.
If it is not a r/R/N step, then the last waypoint stays active until the step is otherwise completed. (Think an A step for NPC in a twisty cave) - If sticky steps are in effect, the above modes are in effect for the current “prime” step. No interference.
Re; WaypointsThanks for the correction.
Waypoints.Waypoints are obviously a source of frustration, I think these ideas could help out. I assume #4 in your proposed alternative should say CS?