Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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2 weeks ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2 weeks ago |
Zed A. Shaw
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1f90367f51
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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.
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2 weeks ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2 weeks ago |
Zed A. Shaw
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c1aba2d5c8
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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.
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2 weeks ago |
Zed A. Shaw
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c014e65c13
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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.
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3 weeks ago |
Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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3 weeks ago |
Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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3 weeks ago |
Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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3 weeks ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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3 weeks ago |
Zed A. Shaw
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47c6bfd531
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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.
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3 weeks ago |
Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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4 weeks ago |
Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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1 month ago |
Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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1 month ago |
Zed A. Shaw
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5ed8196c80
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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1 month ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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1 month ago |
Zed A. Shaw
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d3158291f7
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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.
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1 month ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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1 month ago |
Zed A. Shaw
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1d2968f826
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Move the ritual stuff to the combat namespace.
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1 month ago |
Zed A. Shaw
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49531ba148
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Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing.
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1 month ago |
Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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1 month ago |
Zed A. Shaw
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15bb69624b
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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.
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1 month ago |
Zed A. Shaw
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eeea3c794f
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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.
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1 month ago |
Zed A. Shaw
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63f032ff12
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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.
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1 month ago |
Zed A. Shaw
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75db188dc6
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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.
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1 month ago |
Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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1 month ago |
Zed A. Shaw
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2815375836
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Test now can work the enemy AI to prototype behavior.
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1 month ago |
Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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1 month ago |
Zed A. Shaw
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ad71631809
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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.
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1 month ago |
Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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1 month ago |
Zed A. Shaw
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0623170dbc
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Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
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1 month ago |
Zed A. Shaw
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d15c9b12fd
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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.
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1 month ago |
Zed A. Shaw
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fc66d221d4
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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.
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1 month ago |
Zed A. Shaw
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3f83d3f0bb
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A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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1 month ago |
Zed A. Shaw
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b2c1b220ac
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ai.cpp now has a nice easy to use API for loading and running the GOAP things.
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1 month ago |
Zed A. Shaw
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a079f882df
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Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
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1 month ago |
Zed A. Shaw
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9d6dc2f5dd
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Now can load action specs from JSON.
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1 month ago |
Zed A. Shaw
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3d8a2d4342
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GOAP now uses only bit operations to do its thing.
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1 month ago |
Zed A. Shaw
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01525388ec
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GOAP is now working in a basic way, time to clean it up.
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1 month ago |
Zed A. Shaw
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2992193447
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GOAP is now matching cppGOAP but needs a serious cleanup.
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1 month ago |
Zed A. Shaw
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15c2efc415
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A barely working GOAP now, but need to confirm it's on par with other libraries.
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1 month ago |
Zed A. Shaw
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a34e2cd475
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GOAP is structured but not working yet.
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1 month ago |
Zed A. Shaw
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a34becdaeb
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A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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1 month ago |
Zed A. Shaw
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6e363ba78d
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Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right.
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2 months ago |
Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2 months ago |
Zed A. Shaw
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389690e5c3
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Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
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2 months ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2 months ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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2 months ago |
Zed A. Shaw
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b8bb49df2c
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A basic components test that just loads all the config files and their components into a world.
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2 months ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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2 months ago |