Commit Graph

11 Commits (e6a8a8b338ff0375e1353544aed77bc6134a7e89)

Author SHA1 Message Date
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. 2 weeks ago
Zed A. Shaw c1aba2d5c8 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. 2 weeks ago
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 weeks ago
Zed A. Shaw 922fbeba0e AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. 3 weeks ago
Zed A. Shaw 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 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. 3 weeks ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 4 weeks 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
Zed A. Shaw 15bb69624b 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. 1 month ago
Zed A. Shaw eeea3c794f 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. 1 month ago
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. 1 month ago