Commit Graph

  • 7c90eb6da1 GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid. Background is placed there. master Zed A. Shaw 2025-05-04 23:40:06 -0400
  • abea6da2e0 More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. Zed A. Shaw 2025-05-04 23:28:36 -0400
  • 1780a758b3 Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. Zed A. Shaw 2025-05-04 11:56:30 -0400
  • 20176cf54a GUECS refactor part 1. Zed A. Shaw 2025-05-04 11:06:53 -0400
  • 4e7f837240 Cleanup of GUECS and the textures manager. Zed A. Shaw 2025-05-03 23:38:03 -0400
  • 438bd8ab8a Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. Zed A. Shaw 2025-05-03 14:52:56 -0400
  • 82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. Zed A. Shaw 2025-05-03 12:19:02 -0400
  • 70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. Zed A. Shaw 2025-05-03 12:18:39 -0400
  • 78ba83e916 Move the map opened detect out to the class. Zed A. Shaw 2025-05-02 23:41:29 -0400
  • c4ed26184b Autowalker now opens the map at first to test that it works. Zed A. Shaw 2025-05-02 23:39:05 -0400
  • edf10c976a Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. Zed A. Shaw 2025-05-02 11:39:39 -0400
  • bac552c3d7 Ritual ui now does the combination correctly. Zed A. Shaw 2025-05-02 00:23:07 -0400
  • dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. Zed A. Shaw 2025-05-01 23:46:30 -0400
  • 6269d10807 The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. Zed A. Shaw 2025-05-01 14:40:24 -0400
  • 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. Zed A. Shaw 2025-05-01 00:24:11 -0400
  • d1bd6b7c45 Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. Zed A. Shaw 2025-04-30 11:39:42 -0400
  • 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. Zed A. Shaw 2025-04-29 23:59:40 -0400
  • 14619558fa 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. Zed A. Shaw 2025-04-28 13:21:10 -0400
  • 9d55b2954a The rituals can now craft from items taken from dead enemies and they go into the blanket right away. Zed A. Shaw 2025-04-27 13:48:35 -0400
  • 1a9e068d02 Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. Zed A. Shaw 2025-04-27 13:35:05 -0400
  • bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. Zed A. Shaw 2025-04-26 13:18:43 -0400
  • c8a8d2b1af You can now craft a single ritual from the blanket. Zed A. Shaw 2025-04-26 02:51:13 -0400
  • 292711f91f Prep for the actually making ritual crafting work. Zed A. Shaw 2025-04-26 02:21:59 -0400
  • ad1d08ca96 There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP. Zed A. Shaw 2025-04-26 00:57:23 -0400
  • dac9b1b3de rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. Zed A. Shaw 2025-04-25 23:36:18 -0400
  • 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. Zed A. Shaw 2025-04-25 23:17:45 -0400
  • 4c03fe1ed3 Make the raycaster 'highlight' things you point at. Zed A. Shaw 2025-04-25 23:17:31 -0400
  • bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. Zed A. Shaw 2025-04-25 23:17:14 -0400
  • 8aeac5397a Windows installer fix before 0.2 release. version-0.2 Zed A. Shaw 2025-04-25 12:17:00 -0400
  • 2fb1687997 Now have sounds and shaders working on the button for each of the different elements. Zed A. Shaw 2025-04-25 11:54:30 -0400
  • eb350698aa Only default mute sounds in debug. Zed A. Shaw 2025-04-25 02:12:44 -0400
  • e0d7744eeb Make file now detects windows or not and does the weird thing. Zed A. Shaw 2025-04-25 01:48:40 -0400
  • 5aa9bcb655 Remove stray log. Zed A. Shaw 2025-04-25 01:48:23 -0400
  • c51d46aeb8 Meson build now attempts to force local only build and linkage. Zed A. Shaw 2025-04-25 00:55:58 -0400
  • 57e8774fad Make the make more linux friendly. Zed A. Shaw 2025-04-25 00:17:24 -0400
  • eb709930f5 Combat UI now uses different icons for different attack elements. Zed A. Shaw 2025-04-24 23:48:25 -0400
  • 30997cbff5 Test rituals are now configurable in assets/config.json Zed A. Shaw 2025-04-24 23:06:15 -0400
  • ebb69dd589 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. Zed A. Shaw 2025-04-24 13:43:57 -0400
  • 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. Zed A. Shaw 2025-04-24 12:27:29 -0400
  • a70f11646a RitualBelt now has an API. Zed A. Shaw 2025-04-24 03:32:20 -0400
  • 31b35b43eb Added the ritual belt first cut. Zed A. Shaw 2025-04-24 03:06:31 -0400
  • 17d30e2ed2 Add a dump function and clean up some data. Zed A. Shaw 2025-04-24 02:44:07 -0400
  • 5d924c764f Rituals can now be configured to have a kind and an element based on the results. Zed A. Shaw 2025-04-24 02:03:18 -0400
  • a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. Zed A. Shaw 2025-04-24 01:15:49 -0400
  • 43435509f6 Fixed system to use the BattleEngine result. Zed A. Shaw 2025-04-24 00:45:25 -0400
  • bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. Zed A. Shaw 2025-04-23 12:32:28 -0400
  • 58981fd8ed Setting up to have a fire attack and lightning attack. Zed A. Shaw 2025-04-20 22:53:43 -0400
  • 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. Zed A. Shaw 2025-04-20 00:09:56 -0400
  • bec8fe0a13 Note from ORBLISH on idea for hover sounds. Zed A. Shaw 2025-04-17 23:05:26 -0400
  • 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. Zed A. Shaw 2025-04-16 00:02:27 -0400
  • 5ffa3b0d1e Everyone is on fire temporarily. Zed A. Shaw 2025-04-15 19:34:39 -0400
  • 467a26628c Wrong shader. Zed A. Shaw 2025-04-15 12:47:07 -0400
  • 137dcc1f30 Missing resources. Zed A. Shaw 2025-04-15 12:46:13 -0400
  • 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. Zed A. Shaw 2025-04-15 12:02:24 -0400
  • 2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. Zed A. Shaw 2025-04-15 11:38:38 -0400
  • 7186c2ecb0 I think this is the best I can do for a hover vs. click shader effect. Just do it in a shader based on a uniform setting. Zed A. Shaw 2025-04-15 01:01:44 -0400
  • 84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. Zed A. Shaw 2025-04-14 23:06:08 -0400
  • 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. Zed A. Shaw 2025-04-14 13:16:19 -0400
  • 08bc48df3d GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want. Zed A. Shaw 2025-04-14 12:12:21 -0400
  • 766b20f3f8 Rayview now uses the shader manager. Zed A. Shaw 2025-04-13 22:31:13 -0400
  • edee3ac0c9 Quick test that shows the shader now just work on any UI element. Zed A. Shaw 2025-04-13 17:16:27 -0400
  • 35ced58cc9 Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. Zed A. Shaw 2025-04-13 17:11:21 -0400
  • a5b8e411e3 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. Zed A. Shaw 2025-04-13 15:17:08 -0400
  • 80b4faf940 Added a screen size parameters to the fragviewer. Zed A. Shaw 2025-04-11 11:44:33 -0400
  • 576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. Zed A. Shaw 2025-04-10 23:42:45 -0400
  • 724d3edb61 Wrote my own quick and dirty fragment shader viewer. Zed A. Shaw 2025-04-09 23:59:09 -0400
  • b5d93399d5 Converted the buttons to reflect the actions you can take. Zed A. Shaw 2025-04-08 14:36:51 -0400
  • d7e9944e58 Change the buttons to text for development until I can get the icons/art. Zed A. Shaw 2025-04-08 13:01:56 -0400
  • e11a374d26 No need to compile arena anymore. Zed A. Shaw 2025-04-08 13:01:37 -0400
  • 5a3b567fd1 Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS. Zed A. Shaw 2025-04-08 13:01:24 -0400
  • 0e2f213871 Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. Zed A. Shaw 2025-04-07 14:02:32 -0400
  • ca328e10dc Rework the source so that battle is in its own thing to work on. Zed A. Shaw 2025-04-07 10:35:30 -0400
  • e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. Zed A. Shaw 2025-04-06 23:29:25 -0400
  • c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. Zed A. Shaw 2025-04-06 15:32:19 -0400
  • 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. Zed A. Shaw 2025-04-06 00:45:51 -0400
  • e18aeaf05c Bring back a simple blood splatter texture. Zed A. Shaw 2025-04-05 17:48:24 -0400
  • b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. Zed A. Shaw 2025-04-05 17:17:26 -0400
  • 6d73c87c4e Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files. Zed A. Shaw 2025-04-05 12:25:34 -0400
  • 07ce8a4148 New debug_ui that shows perf data, other debug info, and allows spawning enemies. Zed A. Shaw 2025-04-05 12:09:19 -0400
  • 4f090159ab Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. Zed A. Shaw 2025-04-04 12:45:55 -0400
  • b6c1eba1b3 Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance. Zed A. Shaw 2025-04-03 10:25:41 -0400
  • 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. Zed A. Shaw 2025-04-03 10:14:50 -0400
  • 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. Zed A. Shaw 2025-04-01 13:48:59 -0400
  • 52f45e1d45 Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. Zed A. Shaw 2025-03-31 13:51:27 -0400
  • 862d8b4d81 Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'. Zed A. Shaw 2025-03-31 11:27:48 -0400
  • 6fa7b0a418 Accidentally committed code during testing. Zed A. Shaw 2025-03-30 13:41:43 -0400
  • 0ebc60793a Brought back the closed_set to avoid visiting nodes already handled. Zed A. Shaw 2025-03-30 12:55:59 -0400
  • 922fbeba0e AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. Zed A. Shaw 2025-03-30 12:37:34 -0400
  • 72951f308f Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. Zed A. Shaw 2025-03-28 12:40:46 -0400
  • 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. Zed A. Shaw 2025-03-26 13:34:52 -0400
  • da273cbee6 Refactored rituals so they can be used in different situations. Zed A. Shaw 2025-03-24 12:30:58 -0400
  • 5af9a6664e Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'. Zed A. Shaw 2025-03-23 11:34:50 -0400
  • d7ff7d6acf Map view now displays a simple status message, more to come. Zed A. Shaw 2025-03-23 00:25:11 -0400
  • 6fe343d82d Bad commit previously, but not minimap updates. Zed A. Shaw 2025-03-23 00:06:16 -0400
  • 322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. Zed A. Shaw 2025-03-23 00:04:23 -0400
  • 193d97eb48 Bring over the dbg.h to see if it's usefule. Zed A. Shaw 2025-03-22 23:21:12 -0400
  • 2e79cf8781 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. Zed A. Shaw 2025-03-22 02:10:56 -0400
  • 2b57552152 Not the greatest but this is kind of what I want for the map. Zed A. Shaw 2025-03-21 11:12:04 -0400
  • 6c9016eb0f 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. Zed A. Shaw 2025-03-21 02:51:02 -0400
  • acbf384e2a Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. Zed A. Shaw 2025-03-20 04:25:15 -0400