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									 Zed A. Shaw | da273cbee6 | Refactored rituals so they can be used in different situations. | 2025-03-24 12:30:58 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1aa6674e42 | Created a nice utility library for doing animations, and used it in the ritual crafting UI. | 2025-03-20 01:10:01 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2baa044695 | Final little fixes for testing. | 2025-03-17 23:36:14 -04:00 |  | 
				
					
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									 Zed A. Shaw | 5ed8196c80 | Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). | 2025-03-17 23:16:51 -04:00 |  | 
				
					
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									 Zed A. Shaw | 0efb17371b | Now have a simple stats test. | 2025-03-17 22:56:18 -04:00 |  | 
				
					
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									 Zed A. Shaw | d3158291f7 | 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. | 2025-03-17 15:23:47 -04:00 |  | 
				
					
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									 Zed A. Shaw | c4611c0138 | Right before coverage destroys everything. | 2025-03-16 23:17:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 1d2968f826 | Move the ritual stuff to the combat namespace. | 2025-03-16 13:46:40 -04:00 |  | 
				
					
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									 Zed A. Shaw | 49531ba148 | Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. | 2025-03-16 13:34:38 -04:00 |  | 
				
					
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									 Zed A. Shaw | 8368d2e751 | Prep for the next cleaning quality cycle. | 2025-03-16 10:26:54 -04:00 |  | 
				
					
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									 Zed A. Shaw | 15bb69624b | 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. | 2025-03-16 00:46:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | eeea3c794f | 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. | 2025-03-15 23:39:54 -04:00 |  | 
				
					
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									 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. | 2025-03-15 22:30:10 -04:00 |  | 
				
					
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									 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. | 2025-03-15 11:43:46 -04:00 |  | 
				
					
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									 Zed A. Shaw | c4e01775bc | Enemies will now get scared when their health is low. | 2025-03-15 10:45:27 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2815375836 | Test now can work the enemy AI to prototype behavior. | 2025-03-14 23:48:03 -04:00 |  | 
				
					
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									 Zed A. Shaw | db5a371766 | Moving some stuff around before writing a test to confirm the EntityAI. | 2025-03-14 22:39:08 -04:00 |  | 
				
					
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									 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. | 2025-03-14 11:14:25 -04:00 |  | 
				
					
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									 Zed A. Shaw | ee804581a8 | Autowalker is working way better and now I have a plan for using the AI in the System. | 2025-03-13 13:44:42 -04:00 |  | 
				
					
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									 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. | 2025-03-12 13:56:05 -04:00 |  | 
				
					
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									 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. | 2025-03-12 12:15:21 -04:00 |  | 
				
					
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									 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. | 2025-03-11 15:33:14 -04:00 |  | 
				
					
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									 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. | 2025-03-11 10:57:29 -04:00 |  | 
				
					
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									 Zed A. Shaw | b2c1b220ac | ai.cpp now has a nice easy to use API for loading and running the GOAP things. | 2025-03-11 00:32:11 -04:00 |  | 
				
					
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									 Zed A. Shaw | a079f882df | Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. | 2025-03-10 22:30:56 -04:00 |  | 
				
					
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									 Zed A. Shaw | 9d6dc2f5dd | Now can load action specs from JSON. | 2025-03-10 14:07:31 -04:00 |  | 
				
					
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									 Zed A. Shaw | 3d8a2d4342 | GOAP now uses only bit operations to do its thing. | 2025-03-10 12:13:08 -04:00 |  | 
				
					
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									 Zed A. Shaw | 01525388ec | GOAP is now working in a basic way, time to clean it up. | 2025-03-10 11:06:26 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2992193447 | GOAP is now matching cppGOAP but needs a serious cleanup. | 2025-03-10 00:42:59 -04:00 |  | 
				
					
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									 Zed A. Shaw | 15c2efc415 | A barely working GOAP now, but need to confirm it's on par with other libraries. | 2025-03-09 23:40:15 -04:00 |  | 
				
					
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									 Zed A. Shaw | a34e2cd475 | GOAP is structured but not working yet. | 2025-03-09 14:05:53 -04:00 |  | 
				
					
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									 Zed A. Shaw | a34becdaeb | A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. | 2025-03-08 23:23:29 -05:00 |  | 
				
					
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									 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. | 2025-02-28 22:29:25 -05:00 |  | 
				
					
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									 Zed A. Shaw | 5179709e3c | Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. | 2025-02-25 00:56:54 -05:00 |  | 
				
					
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									 Zed A. Shaw | 389690e5c3 | Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. | 2025-02-22 22:27:56 -05:00 |  | 
				
					
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									 Zed A. Shaw | 20cbc3a21c | Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. | 2025-02-22 12:48:37 -05:00 |  | 
				
					
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									 Zed A. Shaw | 947ccbe180 | A simple config loader test. | 2025-02-21 23:17:53 -05:00 |  | 
				
					
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									 Zed A. Shaw | b8bb49df2c | A basic components test that just loads all the config files and their components into a world. | 2025-02-21 22:52:53 -05:00 |  | 
				
					
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									 Zed A. Shaw | d0a6a92bc8 | More testing improvements. | 2025-02-21 13:21:13 -05:00 |  | 
				
					
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									 Zed A. Shaw | 0260e3d345 | Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal. | 2025-02-21 03:32:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | f3e1413022 | Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. | 2025-02-21 03:00:56 -05:00 |  | 
				
					
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									 Zed A. Shaw | 722d55d948 | Refactored the GUECS system to have its own namespace then got Meter to work. | 2025-02-18 12:51:28 -05:00 |  | 
				
					
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									 Zed A. Shaw | 49a71e257e | GUI for combat now works better and I can create sprites for things if I want. | 2025-02-18 11:28:55 -05:00 |  | 
				
					
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									 Zed A. Shaw | 46de98e6f4 | I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. | 2025-02-18 01:10:56 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3ec2bf4784 | Can now do UI rendering based on the name and also have gaps in the grid reliably. | 2025-02-16 12:34:48 -05:00 |  | 
				
					
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									 Zed A. Shaw | 79c84ce885 | New design on LEL that's way more sane and allows for more flexible columns and rows. | 2025-02-16 11:50:14 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6b9c67beec | Add some debug boxes around the fonts to figure out why they aren't vertically centered. | 2025-02-15 22:54:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | e106ad4be7 | Can click on buttons and make them change color. | 2025-02-15 14:29:27 -05:00 |  | 
				
					
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									 Zed A. Shaw | 7f9e200abe | LEL can now do hit detection on squares. | 2025-02-15 13:43:41 -05:00 |  | 
				
					
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									 Zed A. Shaw | c03a384372 | You can now prefix a size with % and it will do percentage for the size, even over 100. | 2025-02-15 12:52:26 -05:00 |  |