Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
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Zed A. Shaw
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dab0e092e6
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RitualUI is mostly working, but need to make the consumption of items work in the UI.
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2025-05-01 23:46:30 -04:00 |
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Zed A. Shaw
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6269d10807
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The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality.
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2025-05-01 14:40:24 -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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9d55b2954a
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The rituals can now craft from items taken from dead enemies and they go into the blanket right away.
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2025-04-27 13:48:35 -04:00 |
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Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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2025-04-27 13:35:05 -04:00 |
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Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2025-04-26 13:18:43 -04:00 |
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Zed A. Shaw
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c8a8d2b1af
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You can now craft a single ritual from the blanket.
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2025-04-26 02:51:13 -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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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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a70f11646a
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RitualBelt now has an API.
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2025-04-24 03:32:20 -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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17d30e2ed2
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Add a dump function and clean up some data.
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2025-04-24 02:44:07 -04:00 |
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Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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2025-04-24 02:03:18 -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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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2025-04-07 10:35:30 -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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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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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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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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1d2968f826
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Move the ritual stuff to the combat namespace.
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2025-03-16 13:46:40 -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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