Zed A. Shaw
|
a70f11646a
|
RitualBelt now has an API.
|
2025-04-24 03:32:20 -04:00 |
|
Zed A. Shaw
|
31b35b43eb
|
Added the ritual belt first cut.
|
2025-04-24 03:06:31 -04:00 |
|
Zed A. Shaw
|
17d30e2ed2
|
Add a dump function and clean up some data.
|
2025-04-24 02:44:07 -04:00 |
|
Zed A. Shaw
|
a342c53b02
|
RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
|
2025-04-24 01:15:49 -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
|
862d8b4d81
|
Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
|
2025-03-31 11:27:48 -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
|
da273cbee6
|
Refactored rituals so they can be used in different situations.
|
2025-03-24 12:30:58 -04:00 |
|
Zed A. Shaw
|
c4611c0138
|
Right before coverage destroys everything.
|
2025-03-16 23:17:43 -04:00 |
|
Zed A. Shaw
|
1d2968f826
|
Move the ritual stuff to the combat namespace.
|
2025-03-16 13:46:40 -04:00 |
|
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 |
|