Zed A. Shaw
|
0afaa20c1d
|
Improved the code so it uses ai::EntityAI and it now will find healing when it gets low. Has a bug where it stalls when finding healing and gets into combat.
|
2025-09-07 23:56:24 -04:00 |
|
Zed A. Shaw
|
7207d53885
|
Autowalker now figures out there's an enemy near when first entering a level.
|
2025-09-06 22:50:20 -04:00 |
|
Zed A. Shaw
|
ed33a36bca
|
Autowalker now will grab healing when they need it and can grab it.
|
2025-09-06 00:02:42 -04:00 |
|
Zed A. Shaw
|
29ab9721af
|
Now they AI will heal when they can, but not yet go get itesm before/during combat.
|
2025-09-05 23:48:59 -04:00 |
|
Zed A. Shaw
|
a2192e25eb
|
AI can now walk to where healing items are and pick them up to use.
|
2025-09-05 23:20:45 -04:00 |
|
Zed A. Shaw
|
fe37aa11df
|
Accidental crash when you click on an empty inventory.
|
2025-09-05 11:56:36 -04:00 |
|
Zed A. Shaw
|
f03a3a31a8
|
Autowalker now walks more accurately to locations, fights enemies, and also picks up loot drops and healing items _only_.
|
2025-09-04 23:40:36 -04:00 |
|
Zed A. Shaw
|
40b2d7f45d
|
Bring over various autowalker improvements.
|
2025-09-04 12:23:43 -04:00 |
|
Zed A. Shaw
|
9c5bad5959
|
This fixes the bug where you get 'stuck' while moving and passing an enemy. Need to sort out why this fixes it though. Closes #30.
|
2025-09-04 11:48:12 -04:00 |
|
Zed A. Shaw
|
ba5fc73127
|
Disable collecting items for now.
|
2025-09-04 11:46:51 -04:00 |
|
Zed A. Shaw
|
ca3b04b895
|
Invalid test, should be enemy.
|
2025-09-03 11:28:29 -04:00 |
|
Zed A. Shaw
|
0c8cb197c2
|
Fix the map opening and closing all the time.
|
2025-09-02 13:56:19 -04:00 |
|
Zed A. Shaw
|
a11e7de14e
|
Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there.
|
2025-09-02 12:46:05 -04:00 |
|
Zed A. Shaw
|
759f93cae0
|
Autowalker now correctly faces enemies to fight them.
|
2025-09-02 11:31:01 -04:00 |
|
Zed A. Shaw
|
9faad5f263
|
FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig.
|
2025-09-02 02:26:08 -04:00 |
|
Zed A. Shaw
|
d822cb3438
|
Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate.
|
2025-09-01 01:37:03 -04:00 |
|
Zed A. Shaw
|
f98cc543f6
|
Autowalker now paths reliably and can attack enemies by facing them. Just need to make it fight diagonally.
|
2025-08-31 00:47:21 -04:00 |
|
Zed A. Shaw
|
4365aa4bfc
|
Now added a System::multi_path which can target to multiple entities.
|
2025-08-31 00:39:35 -04:00 |
|
Zed A. Shaw
|
fc678c6b42
|
Pathing in either diagonal or simple motion works.
|
2025-08-31 00:17:47 -04:00 |
|
Zed A. Shaw
|
e92fd2b6f3
|
Needed to rewrite the pathing to get this to work. I actually had been using a purposefully broken pathing algorithm from when I was making random maps.
|
2025-08-30 10:48:52 -04:00 |
|
Zed A. Shaw
|
c894f6e094
|
Initial part of the rewrite for the autowalker to fix the pathing and aiming issues.
|
2025-08-26 00:55:27 -04:00 |
|
Zed A. Shaw
|
63eaea3536
|
rewrite game_level::player_position to be more efficient.
|
2025-08-26 00:46:58 -04:00 |
|
Zed A. Shaw
|
4a2d8770d9
|
Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker.
|
2025-08-25 23:23:05 -04:00 |
|
Zed A. Shaw
|
b4569622a0
|
Cleanup the autowalker for new work.
|
2025-08-25 22:44:53 -04:00 |
|
Zed A. Shaw
|
4bf9a9177f
|
Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
|
2025-08-23 01:40:51 -04:00 |
|
Zed A. Shaw
|
fc8e65f4d6
|
Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
|
2025-08-22 22:29:22 -04:00 |
|
Zed A. Shaw
|
586343a614
|
Enemies will now fight back if they're cornered. Was actually way easier than I thought.
|
2025-08-21 23:32:34 -04:00 |
|
Zed A. Shaw
|
7ffa6025ce
|
And finally fix some of the API names to make more sense in their current location.
|
2025-08-20 23:49:30 -04:00 |
|
Zed A. Shaw
|
a20d701096
|
Rename to GameDB and GameDB::Level.
|
2025-08-20 23:20:36 -04:00 |
|
Zed A. Shaw
|
c46927ea10
|
Now all of the old LevelManager code is gone. Next phase is to rename the Game:: to something better then test the shit out of it.
|
2025-08-20 13:31:02 -04:00 |
|
Zed A. Shaw
|
a83ee77eea
|
levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
|
2025-08-20 01:10:42 -04:00 |
|
Zed A. Shaw
|
5aca2fb56a
|
Tests are now clean so next step is to officially nuke the level manager.
|
2025-08-20 00:48:20 -04:00 |
|
Zed A. Shaw
|
564f9842a2
|
All of the UIs should be cleared out, and that just leaves the tests.
|
2025-08-19 23:58:42 -04:00 |
|
Zed A. Shaw
|
d5ff57e025
|
Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
|
2025-08-19 11:05:32 -04:00 |
|
Zed A. Shaw
|
81e25f73bb
|
Next phase of the refactor is done. Now to replace everything in Systems.
|
2025-08-19 01:07:28 -04:00 |
|
Zed A. Shaw
|
644ff6edc0
|
Bad test that wasn't running.
|
2025-08-18 23:55:14 -04:00 |
|
Zed A. Shaw
|
097879440d
|
Changed facts in DinkyECS to be a shared_ptr so that it is a singular data store instead of copied around. Closes #85.
|
2025-08-18 02:17:04 -04:00 |
|
Zed A. Shaw
|
b839fb6463
|
The problem was keeping a reference in a class/object means that it will not get updated copies when levelmanager makes a new level. Honestly that whole constelation of bullshit needs to die. Closes #62.
|
2025-08-18 01:13:31 -04:00 |
|
Zed A. Shaw
|
ae1a48deed
|
Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80.
|
2025-08-17 11:08:01 -04:00 |
|
Zed A. Shaw
|
25a143cf22
|
Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
|
2025-08-17 10:51:08 -04:00 |
|
Zed A. Shaw
|
20fa95bd93
|
Simple test to make sure world events actually loop. Closes #84.
|
2025-08-17 10:18:06 -04:00 |
|
Zed A. Shaw
|
a86912705c
|
Refactored the mouse handling to use the new guecss Modifiers system and improved Clickable.
|
2025-08-14 14:10:28 -04:00 |
|
Zed A. Shaw
|
ad0069e899
|
Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
|
2025-08-13 11:43:23 -04:00 |
|
Zed A. Shaw
|
42575ef1f5
|
Updated the lootable body asset.
|
2025-08-13 11:43:05 -04:00 |
|
Zed A. Shaw
|
f19c1dbb20
|
Now you can heal yourself.
|
2025-08-11 16:59:19 -04:00 |
|
Zed A. Shaw
|
e03a63f9fb
|
A little bit of refactoring while thinking about the loot next.
|
2025-08-10 12:42:28 -04:00 |
|
Zed A. Shaw
|
48e28ee636
|
New dead_body_lootable sprite for dead things you can loot.
|
2025-08-10 12:30:42 -04:00 |
|
Zed A. Shaw
|
b9209beddd
|
Better error when you have duplicate map icons.
|
2025-08-10 12:29:53 -04:00 |
|
Zed A. Shaw
|
8594568ff4
|
Slight clean up.
|
2025-08-10 12:29:24 -04:00 |
|
Zed A. Shaw
|
521180b086
|
Refactor out the junk randomizer and put it in rituals where it belongs.
|
2025-08-10 11:20:22 -04:00 |
|