Commit Graph

11 Commits (2e79cf8781c3bfba88b7ba3270fbb4cde1559526)

Author SHA1 Message Date
Zed A. Shaw 49531ba148 Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. 3 weeks ago
Zed A. Shaw 7984540c0c Added a check to see if a found state is already in a closed_set so I can skip it. 3 weeks ago
Zed A. Shaw 63f032ff12 BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. 3 weeks ago
Zed A. Shaw ad71631809 Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. 3 weeks ago
Zed A. Shaw d15c9b12fd Autowalker is now using the GOAP AI system and works way better. Still quite a lot of jank in the code but that'll get removed over time. Next thing is being able to detect when its near an item/enemy and properly react. 3 weeks ago
Zed A. Shaw fc66d221d4 Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 3 weeks ago
Zed A. Shaw 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 3 weeks ago
Zed A. Shaw a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 3 weeks ago
Zed A. Shaw 9d6dc2f5dd Now can load action specs from JSON. 3 weeks ago
Zed A. Shaw 3d8a2d4342 GOAP now uses only bit operations to do its thing. 3 weeks ago
Zed A. Shaw 01525388ec GOAP is now working in a basic way, time to clean it up. 3 weeks ago