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ai.cpp
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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2025-04-03 10:14:50 -04:00 |
ai_fixture.json
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A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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2025-03-11 10:57:29 -04:00 |
amt_matrix.cpp
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Brought in some of amit's code to study and try out. amt/ has it.
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2025-01-16 12:50:25 -05:00 |
amt_test.cpp
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Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
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2025-01-18 11:10:43 -05:00 |
animation.cpp
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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 |
ansi_parser.cpp
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Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element.
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2025-02-14 02:13:08 -05:00 |
base.cpp
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First build that actually works. SDL_main errors before but didn't figure out the cause.
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2025-01-02 11:47:02 -05:00 |
battle.cpp
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
components.cpp
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
config.cpp
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
config_test.json
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
cyclic_rituals.json
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Prep for the next cleaning quality cycle.
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2025-03-16 10:26:54 -04:00 |
dbc.cpp
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Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?).
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2025-03-17 23:16:51 -04:00 |
dijkstra.json
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
dinkyecs.cpp
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Now have a 'destroy' method that removes everything related to an entity. Closes #18.
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2025-06-28 12:47:17 -04:00 |
easings.cpp
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Final little fixes for testing.
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2025-03-17 23:36:14 -04:00 |
event_router.cpp
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Initial first steps in pulling the SFML event processing out of the gui::fsm so that I can handle more complex things like drag and drop.
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2025-06-05 01:23:52 -04:00 |
fsm.cpp
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
inventory.cpp
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There was a memory corruption bug in remove() because I get a reference to the slot string, then remove it from by_entity, but that deletes the string so then later using it to remove by_slot silently fails because map.erase() silently fails. Closes. #54.
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2025-07-03 13:07:04 -04:00 |
levelmanager.cpp
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
lighting.cpp
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2025-05-29 12:34:25 -04:00 |
loot.cpp
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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 |
map.cpp
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2025-07-21 23:21:24 -04:00 |
matrix.cpp
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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 |
mazes.cpp
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Now when you loot an item the loot UI works.
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2025-06-11 23:49:37 -04:00 |
palette.cpp
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
pathing.cpp
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Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
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2025-03-10 22:30:56 -04:00 |
rituals.cpp
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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 |
save.cpp
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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2025-02-08 14:03:09 -05:00 |
shaders.cpp
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2025-04-14 13:16:19 -04:00 |
sound.cpp
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Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with.
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2025-02-22 22:27:56 -05:00 |
spatialmap.cpp
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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.
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2025-02-28 22:29:25 -05:00 |
stats.cpp
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Now have a simple stats test.
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2025-03-17 22:56:18 -04:00 |
textures.cpp
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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 |