Commit Graph

17 Commits (467a26628cc8074d9daf6ac28687e737934bd2ff)

Author SHA1 Message Date
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 weeks ago
Zed A. Shaw b6c1eba1b3 Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance. 2 weeks 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 weeks 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. 3 weeks 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. 3 weeks 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. 3 weeks ago
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 1 month 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. 1 month ago
Zed A. Shaw 2815375836 Test now can work the enemy AI to prototype behavior. 1 month ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 1 month 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. 1 month ago
Zed A. Shaw 0623170dbc Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet. 1 month 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. 1 month 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. 1 month 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. 1 month ago
Zed A. Shaw b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things. 1 month 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. 1 month ago
Zed A. Shaw 9d6dc2f5dd Now can load action specs from JSON. 1 month ago
Zed A. Shaw 3d8a2d4342 GOAP now uses only bit operations to do its thing. 1 month ago
Zed A. Shaw 01525388ec GOAP is now working in a basic way, time to clean it up. 1 month ago