Commit Graph

9 Commits (47c6bfd531b09ddf7785c8ee108202a7364f6ee6)

Author SHA1 Message Date
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. 1 week 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 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 weeks ago
Zed A. Shaw 2815375836 Test now can work the enemy AI to prototype behavior. 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 ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System. 3 weeks 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. 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 b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things. 3 weeks ago