Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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5 days ago |
Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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6 days ago |
Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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2 weeks ago |
Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2 weeks ago |
Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2 weeks ago |
Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2 weeks ago |
Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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4 weeks ago |
Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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1 month ago |
Zed A. Shaw
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c97648ab3a
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Remove useless log messages and bring back the tests.
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1 month ago |
Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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1 month ago |
Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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1 month ago |
Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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1 month ago |
Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2 months ago |
Zed A. Shaw
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14619558fa
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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.
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2 months ago |
Zed A. Shaw
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8aeac5397a
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Windows installer fix before 0.2 release.
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2 months ago |
Zed A. Shaw
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e0d7744eeb
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Make file now detects windows or not and does the weird thing.
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2 months ago |
Zed A. Shaw
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57e8774fad
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Make the make more linux friendly.
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2 months ago |
Zed A. Shaw
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ebb69dd589
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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.
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2 months ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2 months ago |
Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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2 months ago |
Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2 months ago |
Zed A. Shaw
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a5b8e411e3
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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.
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2 months 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 months 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 months 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 months 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 months 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 months 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 months 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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3 months 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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3 months 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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3 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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3 months ago |
Zed A. Shaw
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113a4a3b3e
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Now have a coverage report.
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3 months ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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3 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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3 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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3 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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3 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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3 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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3 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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3 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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3 months 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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3 months 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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3 months ago |
Zed A. Shaw
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9d6dc2f5dd
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Now can load action specs from JSON.
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3 months 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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3 months 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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3 months 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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3 months ago |
Zed A. Shaw
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28b900e4ff
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Finally created an installer so people can try the game.
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4 months 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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4 months ago |
Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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4 months ago |