# Auto Face Target - Future Work Ideas discussed but not yet implemented. Module works without these; this is just a todo list so we don't forget. ## 1. Spell whitelist/blacklist Let server admins exclude (or restrict to) specific spell IDs, e.g. some class/spec might feel worse with auto-facing than others. - New config options, e.g. `AutoFaceTarget.SpellBlacklist` / `AutoFaceTarget.SpellWhitelist` as comma-separated spell ID lists (parse with `Acore::Tokenize` into a `std::unordered_set`, loaded in `AutoFaceTarget::LoadConfig()`). - Checked in `AutoFaceTarget::CorrectFacing()` alongside the existing `SPELL_FACING_FLAG_INFRONT` / location-target checks. - If both are set, decide precedence (blacklist wins is the safer default). ## 2. In-game toggle (chat command) Let a player flip auto-facing on/off for themselves without editing the config (some players may prefer manual facing). - Needs a per-player flag, not just the module-wide `_enabled` config bool - e.g. a `bool` keyed by player GUID in `AutoFaceTarget`, checked in `CorrectFacing()` before doing anything. - Command via `CommandScript` (see `src/server/scripts/Commands/` for the pattern), e.g. `.autoface [on|off]`, registered under a low permission level (RBAC) since it's a personal preference toggle, not a GM command. - Persistence: decide whether the preference should survive relog (would need a small characters-DB table or a `character_settings`-style key) or reset every login (simplest - just an in-memory map, no DB/SQL involved).