Wykres commitów

55 Commity (7c90eb6da1606bc8f87d805f1d5aecf76c1e5cdc)

Autor SHA1 Wiadomość Data
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2 miesięcy temu
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. 2 miesięcy temu
Zed A. Shaw 8aeac5397a Windows installer fix before 0.2 release. 3 miesięcy temu
Zed A. Shaw e0d7744eeb Make file now detects windows or not and does the weird thing. 3 miesięcy temu
Zed A. Shaw 57e8774fad Make the make more linux friendly. 3 miesięcy temu
Zed A. Shaw ebb69dd589 Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though. 3 miesięcy temu
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 3 miesięcy temu
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 3 miesięcy temu
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 3 miesięcy temu
Zed A. Shaw a5b8e411e3 I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. 3 miesięcy temu
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. 3 miesięcy temu
Zed A. Shaw b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. 3 miesięcy temu
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 miesięcy temu
Zed A. Shaw 52f45e1d45 Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. 3 miesięcy temu
Zed A. Shaw 862d8b4d81 Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'. 3 miesięcy temu
Zed A. Shaw 922fbeba0e AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. 3 miesięcy temu
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 4 miesięcy temu
Zed A. Shaw 6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 4 miesięcy temu
Zed A. Shaw 1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 4 miesięcy temu
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. 4 miesięcy temu
Zed A. Shaw 113a4a3b3e Now have a coverage report. 4 miesięcy temu
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 4 miesięcy temu
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. 4 miesięcy temu
Zed A. Shaw 8368d2e751 Prep for the next cleaning quality cycle. 4 miesięcy temu
Zed A. Shaw 7984540c0c Added a check to see if a found state is already in a closed_set so I can skip it. 4 miesięcy temu
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. 4 miesięcy temu
Zed A. Shaw 2815375836 Test now can work the enemy AI to prototype behavior. 4 miesięcy temu
Zed A. Shaw f3e157a0f7 Enemy AI is now prototyped and can find the player and attack them. 4 miesięcy temu
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. 4 miesięcy temu
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. 4 miesięcy temu
Zed A. Shaw a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 4 miesięcy temu
Zed A. Shaw 9d6dc2f5dd Now can load action specs from JSON. 4 miesięcy temu
Zed A. Shaw 3d8a2d4342 GOAP now uses only bit operations to do its thing. 4 miesięcy temu
Zed A. Shaw 01525388ec GOAP is now working in a basic way, time to clean it up. 4 miesięcy temu
Zed A. Shaw a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 4 miesięcy temu
Zed A. Shaw 28b900e4ff Finally created an installer so people can try the game. 4 miesięcy temu
Zed A. Shaw 6e363ba78d 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. 4 miesięcy temu
Zed A. Shaw 87e1c25cd5 Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 4 miesięcy temu
Zed A. Shaw 947ccbe180 A simple config loader test. 5 miesięcy temu
Zed A. Shaw b8bb49df2c A basic components test that just loads all the config files and their components into a world. 5 miesięcy temu
Zed A. Shaw 4b333c6684 Fix the mouse so that it's discrete and one click means on action. 5 miesięcy temu
Zed A. Shaw f3e1413022 Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. 5 miesięcy temu
Zed A. Shaw 8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 5 miesięcy temu
Zed A. Shaw 79c84ce885 New design on LEL that's way more sane and allows for more flexible columns and rows. 5 miesięcy temu
Zed A. Shaw a7991a8f06 Fixing more bugs related to percentages and then prototype a more complex UI. 5 miesięcy temu
Zed A. Shaw 846b7aaf16 Initial cut of the lel parser mostly working but none of the basic alignment properties work. 5 miesięcy temu
Zed A. Shaw bfd2718cc9 Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 5 miesięcy temu
Zed A. Shaw d798d154ae We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. 5 miesięcy temu
Zed A. Shaw c98aa936ad The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be. 6 miesięcy temu
Zed A. Shaw ea3dd204a1 Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options. 6 miesięcy temu