Commit Graph

10 Commits (c4e01775bc805503ee6ac3f6a0e74d15b0343114)

Author SHA1 Message Date
Zed A. Shaw c4e01775bc Enemies will now get scared when their health is low. 4 weeks ago
Zed A. Shaw 2815375836 Test now can work the enemy AI to prototype behavior. 4 weeks ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 4 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. 4 weeks ago
Zed A. Shaw ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System. 4 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. 1 month ago
Zed A. Shaw d15c9b12fd 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. 1 month 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. 1 month ago
Zed A. Shaw 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 1 month ago
Zed A. Shaw b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things. 1 month ago