Zed A. Shaw
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40b2d7f45d
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Bring over various autowalker improvements.
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2025-09-04 12:23:43 -04:00 |
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Zed A. Shaw
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ba5fc73127
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Disable collecting items for now.
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2025-09-04 11:46:51 -04:00 |
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Zed A. Shaw
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0c8cb197c2
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Fix the map opening and closing all the time.
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2025-09-02 13:56:19 -04:00 |
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Zed A. Shaw
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a11e7de14e
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Fix up the spatialmap to have an occupied_by method which checks if a square is occupied and returns what is there.
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2025-09-02 12:46:05 -04:00 |
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Zed A. Shaw
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759f93cae0
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Autowalker now correctly faces enemies to fight them.
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2025-09-02 11:31:01 -04:00 |
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Zed A. Shaw
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9faad5f263
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FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig.
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2025-09-02 02:26:08 -04:00 |
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Zed A. Shaw
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d822cb3438
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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.
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2025-09-01 01:37:03 -04:00 |
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Zed A. Shaw
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f98cc543f6
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Autowalker now paths reliably and can attack enemies by facing them. Just need to make it fight diagonally.
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2025-08-31 00:47:21 -04:00 |
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Zed A. Shaw
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e92fd2b6f3
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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.
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2025-08-30 10:48:52 -04:00 |
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Zed A. Shaw
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c894f6e094
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Initial part of the rewrite for the autowalker to fix the pathing and aiming issues.
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2025-08-26 00:55:27 -04:00 |
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Zed A. Shaw
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b4569622a0
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Cleanup the autowalker for new work.
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2025-08-25 22:44:53 -04:00 |
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Zed A. Shaw
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4bf9a9177f
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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.
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2025-08-23 01:40:51 -04:00 |
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Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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2025-08-20 23:49:30 -04:00 |
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Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2025-08-20 23:20:36 -04:00 |
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Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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06a843f169
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Autowalker does some basic item pickup now, just for testing.
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2025-06-12 20:12:13 -04:00 |
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Zed A. Shaw
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ab391aaa97
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Have a plan for the new inventory and looting system, now have to implement it. Temporarily you can't pick anything up, but it will go away.
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2025-06-02 00:58:16 -04:00 |
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Zed A. Shaw
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d6e64dd06b
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The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate.
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2025-05-16 00:43:45 -04:00 |
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Zed A. Shaw
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8545b8cf1d
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Simple Loot UI started.
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2025-05-14 00:51:53 -04:00 |
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Zed A. Shaw
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438bd8ab8a
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Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over.
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2025-05-03 14:52:56 -04:00 |
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Zed A. Shaw
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82ce3cb6be
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Autowalker now knows how to craft its first weapon and open the map.
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2025-05-03 12:19:02 -04:00 |
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Zed A. Shaw
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78ba83e916
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Move the map opened detect out to the class.
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2025-05-02 23:41:29 -04:00 |
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Zed A. Shaw
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c4ed26184b
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Autowalker now opens the map at first to test that it works.
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2025-05-02 23:39:05 -04:00 |
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Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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2025-04-26 02:21:59 -04:00 |
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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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2025-03-28 12:40:46 -04:00 |
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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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2025-03-26 13:34:52 -04:00 |
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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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2025-03-17 23:53:58 -04:00 |
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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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2025-03-17 15:23:47 -04:00 |
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Zed A. Shaw
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8368d2e751
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Prep for the next cleaning quality cycle.
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2025-03-16 10:26:54 -04:00 |
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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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2025-03-14 11:14:25 -04:00 |
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Zed A. Shaw
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77f2e94515
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Figuring out something weird about the Pathing::random_walk code.
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2025-03-13 23:03:14 -04:00 |
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Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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2025-03-13 13:44:42 -04:00 |
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Zed A. Shaw
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0623170dbc
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Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet.
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2025-03-12 13:56:05 -04:00 |
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Zed A. Shaw
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d15c9b12fd
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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.
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2025-03-12 12:15:21 -04:00 |
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Zed A. Shaw
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ff81c78d13
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The autowalker now uses the GOAP AI system to walk the map and do its thing. The code needs a big cleanup, so I might just do a full rewrite based on what I know now.
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2025-03-12 00:41:40 -04:00 |
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Zed A. Shaw
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a72d2879fd
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Don't need the debugging.
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2025-02-27 11:12:04 -05:00 |
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Zed A. Shaw
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11ea08bc7f
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Have a little debug minimap in the top right when autowalking with debug on.
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2025-02-27 11:02:02 -05:00 |
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Zed A. Shaw
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da1e38e21c
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Works a bit better now, but still gets stuck on combat and sometimes in alleys.
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2025-02-27 10:19:59 -05:00 |
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Zed A. Shaw
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cdb930a7f2
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Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices.
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2025-02-27 03:02:28 -05:00 |
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Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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2025-02-27 02:29:53 -05:00 |
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Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2025-02-26 13:39:25 -05:00 |
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