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raycaster
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Code Issues 30 Pull Requests Packages Projects Releases 2 Wiki Activity
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8 Commits (72951f308f5ba2a2c14211ff8702cc49e49c1ff9)

Author SHA1 Message Date
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.
6 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.
6 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.
6 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.
6 months ago
Zed A. Shaw b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things.
6 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.
6 months ago
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