Zed A. Shaw
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3344181a47
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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2 years ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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2 years ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 years ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2 years ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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2 years ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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2 years ago |
Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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2 years ago |
Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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2 years ago |
Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2 years ago |
Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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2 years ago |
Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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2 years ago |
Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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2 years ago |
Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2 years ago |
Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2 years ago |
Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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2 years ago |
Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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2 years ago |
Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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2 years ago |
Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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2 years ago |
Zed A. Shaw
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3f7a9cc124
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Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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2 years ago |
Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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2 years ago |
Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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2 years ago |
Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2 years ago |
Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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2 years ago |
Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2 years ago |
Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2 years ago |
Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2 years ago |
Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2 years ago |
Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2 years ago |
Zed A. Shaw
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1bb04b4562
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Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
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2 years ago |
Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2 years ago |
Zed A. Shaw
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33327154ad
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DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
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2 years ago |
Zed A. Shaw
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86c98c43c2
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Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
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2 years ago |
Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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2 years ago |
Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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2 years ago |
Zed A. Shaw
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243d15c123
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Just don't prevent start points being in walls.
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2 years ago |
Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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2 years ago |
Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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2 years ago |
Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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2 years ago |
Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2 years ago |
Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2 years ago |
Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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2 years ago |
Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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2 years ago |
Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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2 years ago |
Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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2 years ago |
Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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2 years ago |
Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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2 years ago |
Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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2 years ago |
Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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2 years ago |
Zed A. Shaw
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68d6b9e90c
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If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
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2 years ago |
Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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2 years ago |