Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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1 year ago |
Zed A. Shaw
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4f090159ab
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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.
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1 year ago |
Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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1 year ago |
Zed A. Shaw
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c1aba2d5c8
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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.
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1 year ago |
Zed A. Shaw
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c014e65c13
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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.
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1 year ago |
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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1 year 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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1 year ago |
Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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1 year ago |
Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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1 year 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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1 year 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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1 year 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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2 years 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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2 years ago |
Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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2 years ago |
Zed A. Shaw
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d7ff7d6acf
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Map view now displays a simple status message, more to come.
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2 years ago |
Zed A. Shaw
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6fe343d82d
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Bad commit previously, but not minimap updates.
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2 years ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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2 years ago |
Zed A. Shaw
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193d97eb48
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Bring over the dbg.h to see if it's usefule.
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2 years ago |
Zed A. Shaw
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2e79cf8781
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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.
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2 years ago |
Zed A. Shaw
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2b57552152
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Not the greatest but this is kind of what I want for the map.
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2 years ago |
Zed A. Shaw
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6c9016eb0f
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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.
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2 years ago |
Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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2 years ago |
Zed A. Shaw
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a53f81715d
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Have a basic map prototype gui working.
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2 years ago |
Zed A. Shaw
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8b3573b01d
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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.
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2 years 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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2 years ago |
Zed A. Shaw
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0a40135f5d
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Throw in the distance to mess with it later.
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2 years ago |
Zed A. Shaw
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65c9e4b0c6
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Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
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2 years ago |
Zed A. Shaw
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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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2 years ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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2 years ago |
Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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2 years ago |
Zed A. Shaw
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2baa044695
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Final little fixes for testing.
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2 years 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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2 years ago |
Zed A. Shaw
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0efb17371b
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Now have a simple stats test.
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2 years 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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2 years ago |
Zed A. Shaw
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113a4a3b3e
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Now have a coverage report.
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2 years ago |
Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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7984540c0c
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Added a check to see if a found state is already in a closed_set so I can skip it.
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2 years 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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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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00f76dfb34
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Need to tag the events with their number for debugging.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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2 years 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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2 years ago |