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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 | 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 | f3e157a0f7 | Enemy AI is now prototyped and can find the player and attack them. | 2025-03-14 13:41:22 -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 | 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 | 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 | 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 | 28b900e4ff | Finally created an installer so people can try the game. | 2025-03-05 13:39:38 -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 | 87e1c25cd5 | Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. | 2025-02-27 02:29:53 -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 | 4b333c6684 | Fix the mouse so that it's discrete and one click means on action. | 2025-02-21 12:32:55 -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 | 8d9c2d8c05 | Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. | 2025-02-16 21:19:21 -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 | a7991a8f06 | Fixing more bugs related to percentages and then prototype a more complex UI. | 2025-02-15 22:14:19 -05:00 |  | 
				
					
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									 Zed A. Shaw | 846b7aaf16 | Initial cut of the lel parser mostly working but none of the basic alignment properties work. | 2025-02-14 15:40:15 -05:00 |  | 
				
					
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									 Zed A. Shaw | bfd2718cc9 | Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. | 2025-02-14 02:13:08 -05:00 |  | 
				
					
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									 Zed A. Shaw | d798d154ae | We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work. | 2025-02-07 19:32:00 -05:00 |  | 
				
					
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									 Zed A. Shaw | c98aa936ad | The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be. | 2025-01-19 12:58:05 -05:00 |  | 
				
					
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									 Zed A. Shaw | ea3dd204a1 | Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail.  One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options. | 2025-01-19 04:02:42 -05:00 |  | 
				
					
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									 Zed A. Shaw | e5b4fed4ee | Bring in a first start to a Tracy enabled build but I have to learn more about how to run it. | 2025-01-18 13:19:35 -05:00 |  | 
				
					
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									 Zed A. Shaw | 53a151511e | Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG. | 2025-01-18 03:18:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | c91e8fc543 | Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up. | 2025-01-17 11:00:49 -05:00 |  | 
				
					
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									 Zed A. Shaw | d230b152cf | BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? | 2025-01-15 12:25:09 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6b181382bd | First build that actually works. SDL_main errors before but didn't figure out the cause. | 2025-01-02 11:47:02 -05:00 |  |