Zed A. Shaw
|
759f93cae0
|
Autowalker now correctly faces enemies to fight them.
|
2025-09-02 11:31:01 -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
|
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
|
0e2f213871
|
Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
|
2025-04-07 14:02:32 -04:00 |
|
Zed A. Shaw
|
c014e65c13
|
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.
|
2025-04-01 13:48:59 -04:00 |
|
Zed A. Shaw
|
52f45e1d45
|
Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
|
2025-03-31 13:51:27 -04:00 |
|
Zed A. Shaw
|
922fbeba0e
|
AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
|
2025-03-30 12:37:34 -04:00 |
|
Zed A. Shaw
|
47c6bfd531
|
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.
|
2025-03-26 13:34:52 -04:00 |
|
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 |
|
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 |
|
Zed A. Shaw
|
2815375836
|
Test now can work the enemy AI to prototype behavior.
|
2025-03-14 23:48:03 -04:00 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|