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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12 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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12 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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12 months ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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12 months ago |
Zed A. Shaw
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47c6bfd531
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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.
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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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1 year ago |
Zed A. Shaw
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5ed8196c80
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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1 year ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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1 year 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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1 year ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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1 year ago |
Zed A. Shaw
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1d2968f826
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Move the ritual stuff to the combat namespace.
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1 year 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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1 year ago |
Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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1 year ago |
Zed A. Shaw
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15bb69624b
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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.
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1 year ago |
Zed A. Shaw
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eeea3c794f
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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.
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1 year 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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1 year ago |
Zed A. Shaw
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75db188dc6
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AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health.
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1 year ago |
Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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1 year 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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1 year ago |
Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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1 year 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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1 year ago |
Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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1 year ago |
Zed A. Shaw
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0623170dbc
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Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
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1 year ago |
Zed A. Shaw
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d15c9b12fd
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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.
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1 year 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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1 year ago |
Zed A. Shaw
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3f83d3f0bb
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A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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1 year ago |
Zed A. Shaw
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b2c1b220ac
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ai.cpp now has a nice easy to use API for loading and running the GOAP things.
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1 year 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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1 year ago |
Zed A. Shaw
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9d6dc2f5dd
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Now can load action specs from JSON.
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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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2992193447
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GOAP is now matching cppGOAP but needs a serious cleanup.
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1 year ago |
Zed A. Shaw
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15c2efc415
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A barely working GOAP now, but need to confirm it's on par with other libraries.
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1 year ago |
Zed A. Shaw
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a34e2cd475
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GOAP is structured but not working yet.
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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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1 year ago |
Zed A. Shaw
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389690e5c3
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Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
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1 year ago |
Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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1 year ago |
Zed A. Shaw
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947ccbe180
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A simple config loader test.
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1 year ago |
Zed A. Shaw
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b8bb49df2c
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A basic components test that just loads all the config files and their components into a world.
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1 year ago |
Zed A. Shaw
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d0a6a92bc8
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More testing improvements.
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1 year ago |
Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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1 year ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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1 year ago |
Zed A. Shaw
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722d55d948
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Refactored the GUECS system to have its own namespace then got Meter to work.
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1 year ago |
Zed A. Shaw
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49a71e257e
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GUI for combat now works better and I can create sprites for things if I want.
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1 year ago |
Zed A. Shaw
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46de98e6f4
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I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance.
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1 year ago |
Zed A. Shaw
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3ec2bf4784
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Can now do UI rendering based on the name and also have gaps in the grid reliably.
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1 year ago |