Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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4 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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4 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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1 month ago |
Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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1 month 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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1 month 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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1 month 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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1 month 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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1 month ago |
Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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1 month ago |
Zed A. Shaw
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d7ff7d6acf
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Map view now displays a simple status message, more to come.
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1 month ago |
Zed A. Shaw
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6fe343d82d
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Bad commit previously, but not minimap updates.
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1 month ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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1 month ago |
Zed A. Shaw
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193d97eb48
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Bring over the dbg.h to see if it's usefule.
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1 month ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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1 month ago |
Zed A. Shaw
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2b57552152
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Not the greatest but this is kind of what I want for the map.
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1 month ago |
Zed A. Shaw
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6c9016eb0f
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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.
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1 month ago |
Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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1 month ago |
Zed A. Shaw
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a53f81715d
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Have a basic map prototype gui working.
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1 month ago |
Zed A. Shaw
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8b3573b01d
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Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized.
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1 month 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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0a40135f5d
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Throw in the distance to mess with it later.
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1 month ago |
Zed A. Shaw
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65c9e4b0c6
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Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
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1 month ago |
Zed A. Shaw
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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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1 month ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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1 month ago |
Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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2 months ago |
Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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2 months 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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2 months ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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2 months 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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2 months ago |
Zed A. Shaw
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113a4a3b3e
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Now have a coverage report.
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2 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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7984540c0c
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Added a check to see if a found state is already in a closed_set so I can skip it.
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2 months 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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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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00f76dfb34
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Need to tag the events with their number for debugging.
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2 months 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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2 months 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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2 months ago |
Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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2 months 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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2 months ago |
Zed A. Shaw
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77f2e94515
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Figuring out something weird about the Pathing::random_walk code.
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2 months 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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2 months ago |