|  Zed A. Shaw | 5af9a6664e | Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'. | 7 months ago | 
				
					
						|  Zed A. Shaw | d7ff7d6acf | Map view now displays a simple status message, more to come. | 7 months ago | 
				
					
						|  Zed A. Shaw | 6fe343d82d | Bad commit previously, but not minimap updates. | 7 months ago | 
				
					
						|  Zed A. Shaw | 322797f787 | Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. | 7 months ago | 
				
					
						|  Zed A. Shaw | 193d97eb48 | Bring over the dbg.h to see if it's usefule. | 7 months ago | 
				
					
						|  Zed A. Shaw | 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 2b57552152 | Not the greatest but this is kind of what I want for the map. | 7 months ago | 
				
					
						|  Zed A. Shaw | 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | acbf384e2a | Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move. | 7 months ago | 
				
					
						|  Zed A. Shaw | a53f81715d | Have a basic map prototype gui working. | 7 months ago | 
				
					
						|  Zed A. Shaw | 8b3573b01d | Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized. | 7 months ago | 
				
					
						|  Zed A. Shaw | 1aa6674e42 | Created a nice utility library for doing animations, and used it in the ritual crafting UI. | 7 months ago | 
				
					
						|  Zed A. Shaw | 0a40135f5d | Throw in the distance to mess with it later. | 7 months ago | 
				
					
						|  Zed A. Shaw | 65c9e4b0c6 | Initially implemented 'ritual blanket' UI for the crafting of rituals in combat. | 7 months ago | 
				
					
						|  Zed A. Shaw | 263b7741f6 | The ritual UI is now in its own thing, but not hooked up yet. | 7 months ago | 
				
					
						|  Zed A. Shaw | f1cc9f86c1 | Very early prototype of the ritual crafting UI, but it needs its own thing. | 7 months ago | 
				
					
						|  Zed A. Shaw | a6d83db20c | Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically. | 7 months ago | 
				
					
						|  Zed A. Shaw | 2baa044695 | Final little fixes for testing. | 7 months ago | 
				
					
						|  Zed A. Shaw | 5ed8196c80 | Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). | 7 months ago | 
				
					
						|  Zed A. Shaw | 0efb17371b | Now have a simple stats test. | 7 months ago | 
				
					
						|  Zed A. Shaw | d3158291f7 | 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 113a4a3b3e | Now have a coverage report. | 7 months ago | 
				
					
						|  Zed A. Shaw | c4611c0138 | Right before coverage destroys everything. | 7 months ago | 
				
					
						|  Zed A. Shaw | 1d2968f826 | Move the ritual stuff to the combat namespace. | 7 months 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 8368d2e751 | Prep for the next cleaning quality cycle. | 7 months 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. | 7 months 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 7984540c0c | Added a check to see if a found state is already in a closed_set so I can skip it. | 7 months 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 75db188dc6 | 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | c4e01775bc | Enemies will now get scared when their health is low. | 7 months ago | 
				
					
						|  Zed A. Shaw | 00f76dfb34 | Need to tag the events with their number for debugging. | 7 months ago | 
				
					
						|  Zed A. Shaw | 2815375836 | Test now can work the enemy AI to prototype behavior. | 8 months ago | 
				
					
						|  Zed A. Shaw | db5a371766 | Moving some stuff around before writing a test to confirm the EntityAI. | 8 months ago | 
				
					
						|  Zed A. Shaw | f3e157a0f7 | Enemy AI is now prototyped and can find the player and attack them. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | 77f2e94515 | Figuring out something weird about the Pathing::random_walk code. | 8 months ago | 
				
					
						|  Zed A. Shaw | ee804581a8 | Autowalker is working way better and now I have a plan for using the AI in the System. | 8 months 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. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | ff81c78d13 | The autowalker now uses the GOAP AI system to walk the map and do its thing. The code needs a big cleanup, so I might just do a full rewrite based on what I know now. | 8 months 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. | 8 months 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | b2c1b220ac | ai.cpp now has a nice easy to use API for loading and running the GOAP things. | 8 months ago | 
				
					
						|  Zed A. Shaw | a079f882df | Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. | 8 months ago | 
				
					
						|  Zed A. Shaw | 9d6dc2f5dd | Now can load action specs from JSON. | 8 months ago | 
				
					
						|  Zed A. Shaw | 3d8a2d4342 | GOAP now uses only bit operations to do its thing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 01525388ec | GOAP is now working in a basic way, time to clean it up. | 8 months ago | 
				
					
						|  Zed A. Shaw | 2992193447 | GOAP is now matching cppGOAP but needs a serious cleanup. | 8 months ago |