Commit Graph

13 Commits (bc31750d9c4e96fb8b86a889dae214ed3ef79a92)

Author SHA1 Message Date
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 3 days ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 4 days ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 4 days ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 4 days ago
Zed A. Shaw 5d924c764f Rituals can now be configured to have a kind and an element based on the results. 4 days ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 4 days ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 3 weeks ago
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 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. 1 month ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 1 month ago
Zed A. Shaw c4611c0138 Right before coverage destroys everything. 1 month ago
Zed A. Shaw 1d2968f826 Move the ritual stuff to the combat namespace. 1 month ago
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. 1 month ago