Zed A. Shaw
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97fe02d99d
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Add a new dead_body sprite for things that are dead but you can't loot them.
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2025-08-06 23:13:29 -04:00 |
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Zed A. Shaw
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23ead1f0ca
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SpatialMap now has a full test suite and that helped find some bugs.
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2025-08-01 13:33:34 -04:00 |
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Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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2025-07-31 13:00:39 -04:00 |
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Zed A. Shaw
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be3eef7082
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Make money.
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2025-07-30 11:52:12 -04:00 |
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Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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2025-07-17 10:50:09 -04:00 |
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Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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2025-07-16 12:46:49 -04:00 |
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Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2025-07-08 13:09:39 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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19682fd0bc
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Add the frame width/height to SpriteTexture. Closes #13
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2025-06-27 01:21:50 -04:00 |
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Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
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Zed A. Shaw
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d99d9a68c8
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Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though.
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2025-06-14 12:34:27 -04:00 |
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Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2025-06-14 00:43:40 -04:00 |
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Zed A. Shaw
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c509162be1
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The event router is working well and I can do drag-n-drop but I'll have to rethink where to use it.
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2025-06-05 23:31:38 -04:00 |
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Zed A. Shaw
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0674908e49
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Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM.
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2025-06-04 12:19:24 -04:00 |
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Zed A. Shaw
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5c47a0151c
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Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character.
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2025-06-03 13:43:16 -04:00 |
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Zed A. Shaw
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4b34de2109
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Initial loot UI works to load an item by its world entity ID.
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2025-06-02 23:34:31 -04:00 |
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Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2025-05-24 00:47:44 -04:00 |
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Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2025-05-20 03:19:58 -04:00 |
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Zed A. Shaw
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c97648ab3a
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Remove useless log messages and bring back the tests.
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2025-05-19 11:40:56 -04:00 |
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Zed A. Shaw
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a0b785cb2a
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Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.
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2025-05-19 01:40:23 -04:00 |
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Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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2025-05-18 01:00:47 -04:00 |
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Zed A. Shaw
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74a8599977
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Fully converted to using the lel-guecs library externally now.
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2025-05-13 02:48:39 -04:00 |
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Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2025-04-29 23:59:40 -04:00 |
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Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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2025-04-28 13:21:10 -04:00 |
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Zed A. Shaw
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8aeac5397a
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Windows installer fix before 0.2 release.
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2025-04-25 12:17:00 -04:00 |
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Zed A. Shaw
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e0d7744eeb
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Make file now detects windows or not and does the weird thing.
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2025-04-25 01:48:40 -04:00 |
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Zed A. Shaw
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57e8774fad
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Make the make more linux friendly.
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2025-04-25 00:17:24 -04:00 |
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Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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2025-04-24 13:43:57 -04:00 |
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Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2025-04-24 12:27:29 -04:00 |
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Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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2025-04-24 03:06:31 -04:00 |
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Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2025-04-24 01:15:49 -04:00 |
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Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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2025-04-13 15:17:08 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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2025-04-05 17:17:26 -04:00 |
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Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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2025-04-01 13:48:59 -04:00 |
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Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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2025-03-31 13:51:27 -04:00 |
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Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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2025-03-31 11:27:48 -04:00 |
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Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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2025-03-30 12:37:34 -04:00 |
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Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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2025-03-24 12:30:58 -04:00 |
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Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2025-03-21 02:51:02 -04:00 |
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Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -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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113a4a3b3e
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Now have a coverage report.
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2025-03-17 00:21:27 -04:00 |
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Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2025-03-16 23:17:43 -04:00 |
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Zed A. Shaw
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49531ba148
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Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing.
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2025-03-16 13:34:38 -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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7984540c0c
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Added a check to see if a found state is already in a closed_set so I can skip it.
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2025-03-15 22:57:09 -04:00 |
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