Commit Graph

103 Commits (31df3fe7a315f892c21a4f12733c18b16dba45ca)

Author SHA1 Message Date
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 1 week ago
Zed A. Shaw 3a745d492a Refactored out the tilemap since it was mostly doing nothing useful. 1 week ago
Zed A. Shaw 9dcc2036aa Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 2 weeks ago
Zed A. Shaw 5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2 weeks ago
Zed A. Shaw 37715f05a5 Cleaned up maze and ready to use. 2 weeks ago
Zed A. Shaw 33cd490ed3 Playing with maze gen again. 2 weeks ago
Zed A. Shaw a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 2 weeks ago
Zed A. Shaw 0f8e61797f Now using a hunt-and-kill maze algorithm. 2 weeks ago
Zed A. Shaw 7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 2 weeks ago
Zed A. Shaw 0eb245d113 Working on a better character view. 3 weeks ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 3 weeks ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 3 weeks ago
Zed A. Shaw 1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. 1 month ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 1 month ago
Zed A. Shaw 14619558fa Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 1 month ago
Zed A. Shaw bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 1 month ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 1 month ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 1 month ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 1 month ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 1 month ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 1 month ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 1 month ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 1 month ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2 months ago
Zed A. Shaw 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. 2 months ago
Zed A. Shaw 0e2f213871 Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 2 months ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 2 months ago
Zed A. Shaw 1f90367f51 Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 2 months ago
Zed A. Shaw b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. 2 months ago
Zed A. Shaw c1aba2d5c8 This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 2 months ago
Zed A. Shaw c014e65c13 Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost. 2 months ago
Zed A. Shaw 52f45e1d45 Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. 2 months ago
Zed A. Shaw 862d8b4d81 Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'. 2 months ago
Zed A. Shaw 922fbeba0e AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. 2 months ago
Zed A. Shaw 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 2 months ago
Zed A. Shaw 47c6bfd531 AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists. 2 months ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 2 months ago
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 3 months ago
Zed A. Shaw 2baa044695 Final little fixes for testing. 3 months ago
Zed A. Shaw 5ed8196c80 Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). 3 months ago
Zed A. Shaw 0efb17371b Now have a simple stats test. 3 months ago
Zed A. Shaw d3158291f7 Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 3 months ago
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 3 months ago
Zed A. Shaw 1d2968f826 Move the ritual stuff to the combat namespace. 3 months ago
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 months ago
Zed A. Shaw 8368d2e751 Prep for the next cleaning quality cycle. 3 months ago
Zed A. Shaw 15bb69624b Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more. 3 months ago
Zed A. Shaw eeea3c794f The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works. 3 months 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 months ago
Zed A. Shaw 75db188dc6 AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. 3 months ago