|  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 | 
				
					
						|  Zed A. Shaw | 15c2efc415 | A barely working GOAP now, but need to confirm it's on par with other libraries. | 8 months ago | 
				
					
						|  Zed A. Shaw | a34e2cd475 | GOAP is structured but not working yet. | 8 months ago | 
				
					
						|  Zed A. Shaw | a34becdaeb | A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 73b0600039 | Quick notes on the linux build. | 8 months ago | 
				
					
						|  Zed A. Shaw | b68fd249ca | Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake. | 8 months ago | 
				
					
						|  Zed A. Shaw | b7948f8154 | Build is working on both OSX and Windows. Now for linux. | 8 months ago | 
				
					
						|  Zed A. Shaw | e1f9942da3 | Mostly working OSX build options, but it crashes on close with a thread error. | 8 months ago | 
				
					
						|  Zed A. Shaw | 28b900e4ff | Finally created an installer so people can try the game. | 8 months ago | 
				
					
						|  Zed A. Shaw | 5c815cf755 | Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. | 8 months ago | 
				
					
						|  Zed A. Shaw | 281a7f687a | Can now mark json/components with std::optional and then they can be null/false to disable them. | 8 months ago | 
				
					
						|  Zed A. Shaw | 243b4c2663 | Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. | 8 months ago | 
				
					
						|  Zed A. Shaw | 8b414c13e6 | Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. | 8 months ago | 
				
					
						|  Zed A. Shaw | eb8fb82837 | BossFightUI now loads out of LevelManager and is treated like a normal level.  This also adds a prototype for a different kind of 'stationary' boss to prototype its motions. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6e8aa48332 | BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game. | 8 months ago | 
				
					
						|  Zed A. Shaw | ca18422930 | BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. | 8 months ago | 
				
					
						|  Zed A. Shaw | a3f6ba3c03 | Refactored the bossfight_ui so it will work with any description of a boss fight. | 8 months ago | 
				
					
						|  Zed A. Shaw | 43835da88f | Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. | 8 months ago | 
				
					
						|  Zed A. Shaw | b3b8cbbeee | Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. | 8 months ago | 
				
					
						|  Zed A. Shaw | 033358749f | Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6e363ba78d | 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. | 8 months ago | 
				
					
						|  Zed A. Shaw | e020f25dd1 | Move the compass to the left so that enemies don't have N on their head. | 8 months ago | 
				
					
						|  Zed A. Shaw | 2d790c5986 | Boss fight looking better, but I need to get this bounce animation in the main game fights. | 8 months ago | 
				
					
						|  Zed A. Shaw | 25d782df6d | Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. | 8 months ago | 
				
					
						|  Zed A. Shaw | a8ae6df13b | Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. | 8 months ago | 
				
					
						|  Zed A. Shaw | 976b353901 | Reduce the bit rate and sample rate to get a lower quality effect on the sound. | 8 months ago | 
				
					
						|  Zed A. Shaw | a0c0308461 | More boss fight UI done and a bit of ambient sound working. | 8 months ago | 
				
					
						|  Zed A. Shaw | 64807174c0 | Initial idea for the boss fight UI but it's just a temporary holder for now. | 8 months ago | 
				
					
						|  Zed A. Shaw | a72d2879fd | Don't need the debugging. | 8 months ago | 
				
					
						|  Zed A. Shaw | 11ea08bc7f | Have a little debug minimap in the top right when autowalking with debug on. | 8 months ago |