Commit Graph

50 Commits

Author SHA1 Message Date
janavarro95 928df83457
Merge pull request #27 from janavarro95/Development
Development
2018-01-10 13:17:42 -08:00
3b744a4f59 Updated SaveAnywhere to fix the shipping menu not closing leading to errors in saving, and players not swimming when reloading the game. 2018-01-10 13:14:19 -08:00
2591602239 Doing live code updates can be bad. Lots of last minute hot-fixes before the project is due. 2017-12-13 20:35:28 -08:00
4b62f3746e TaskMetaData now displays info about goal and location of the task. 2017-12-12 01:38:22 -08:00
34d072e7a4 Fixed an NAN error and glitching the interface logic. 2017-12-12 01:19:41 -08:00
b7c76ee0d6 Fixed one away error for debris, and added graphics for pathing. 2017-12-11 23:32:46 -08:00
b4d82f972a Can now fall asleep and open the shipping menu if things have been shipped. 2017-12-11 14:54:59 -08:00
ce355fd2c0 Updated the AI to dig dirt and plant seeds. 2017-12-11 13:39:48 -08:00
2f6d4978da Added functionality to buy seeds and started work on being able to dig out dirt. 2017-12-06 16:36:28 -08:00
79f2b2d038 hotfix to crop utility menu for component placement. 2017-12-05 16:59:13 -08:00
eb3a1e1509 Made the AI utility functions and interface menu. AI's opinion will be calculated heaviest without user input and heavier the more user input is introduced. 2017-12-05 16:39:34 -08:00
c9f1450ae8 made crop utility counting function 2017-12-04 23:08:31 -08:00
5a03d2bb2b Fixed more pathifinding glitches when recalculating paths. 2017-12-04 12:57:29 -08:00
2923879306 Updated debris logic for twigs/stones/weeds to use better path finding. 2017-12-03 22:55:23 -08:00
4fcef655a8 Waypoints, pathing in and out of buildings, to specific tiles, and returning home at the end of day. 2017-12-03 17:44:31 -08:00
ea2e7c134f Fixed a really dumb stack overflow error on pathfinding across the world. THANK YOU. 2017-12-02 21:53:30 -08:00
31ddb0e7f1 Reworked path calculation logic so it can now calculate costs of multiple paths. 2017-12-02 15:13:31 -08:00
58bb6cb285 Made PathTo which allows me to get from one path to another. 2017-12-01 21:42:44 -08:00
4eea726db3 Pathfinding is now much faster on initial calculation after removing unused delay code. Also can path to adjacent maps. Needs work to chain the effect. 2017-12-01 02:18:37 -08:00
175a385977 Added functionality for shipping objects 2017-12-01 00:16:53 -08:00
3e9d7f6f49 Can path to nearest water tile and also if I need to water crops and need water path, get water, and path back to where I was. 2017-11-30 16:59:21 -08:00
38af511cfd Now pathfinds to closest tree possible. Probably want to do the same for the other tasks. 2017-11-30 16:06:19 -08:00
992ef687e7 Can cut weeds. 2017-11-30 11:58:05 -08:00
365808a504 Changed some code to be in SDust Core and now the AI can break stones! 2017-11-30 10:45:43 -08:00
eae0eb82bf Upgraded pathfinding to try and find all 4 cardinal goals simultaneously and whichever one it finds first must be the shortest path. Saves a TON of time as long as there is a path that we can pathfind to and is 4 times faster if there isn't a path at all. 2017-11-29 23:51:44 -08:00
e58ab6ba05 Fixed overcalculating paths WAY TOO MUCH. 2017-11-29 20:52:23 -08:00
b05ee04e2b Made the stick choping work and upgraded the pathfinding to store the cheapest path to prevent a TON of crashes and calculation time. 2017-11-29 20:06:48 -08:00
671eb1be49 RIP can now chop sticks but took HOURS to figure out how. Also if I can't find the path my code becomes vunerable to crash. 2017-11-29 18:34:53 -08:00
ad2ba9527b Path find through grass and made prereq for making sure I don't stay up too late. 2017-11-27 23:38:12 -08:00
c748f64c2a Made TaskMetaDataStatistics that will help calculate path cost and make isInventoryFull Pre-req 2017-11-27 14:25:31 -08:00
edd769b151 Fixed minor glitch where I would calculate cheapest task too often. 2017-11-26 18:20:23 -08:00
e44ec0ee5b Updates execution of tasks, added taskMetaData, (which is a lot) some pre-requisites, and chests show seeds. 2017-11-26 18:11:04 -08:00
069a6a5e8b Forgot to include logic to get low grade seeds from chest. (Though I'm sure it would have worked fine anyways). 2017-11-24 20:05:34 -08:00
de15a965f5 Added functionality to path to chest and pull seasonal seeds from it. 2017-11-24 19:56:10 -08:00
cf3a77d9de Pathfind fixes 2017-11-24 13:42:35 -08:00
836d6861d8 I guess fixing pathfind and spritebatch errors. 2017-11-24 13:12:36 -08:00
e51a8fbac5 Changed from system tasks system to delegate system that made more sense but not really??? Also still dealing with nasty issue of sprite batch error but atleast now I can harvest crops. 2017-11-24 11:21:03 -08:00
0c860a1516 Water all crops works correctly and now is stored in the execution list. Need to make some metadata for tasks and some statistics fr weights and stuff. 2017-11-23 16:42:28 -08:00
e95ffa45db Working on watering functionality for AI 2017-11-23 12:56:49 -08:00
1a2295e84e Almost got crop watering code working. Need to get simulated presses working and proper tile targeting 2017-11-23 00:51:50 -08:00
c7c65e06de Commit the good stuff. Fixed multipath finding recursing over goals. 2017-11-20 03:53:33 -08:00
d4470e0ebb Changes to pathTo to work better than addTask for some reason. Not 100% sure but will figure it out. 2017-11-20 01:54:33 -08:00
ac4a7e5a8a Fixed the large amounts of lag that happened during movement and key presses. 2017-11-20 01:03:21 -08:00
12ea388897 Started working on Execution task list that will queue up different tasks for the AI to do and execute them in order. 2017-11-19 22:32:24 -08:00
1d0b0a6b16 Added functionality to add multiple goals and path to each on in sequence from one another. 2017-11-19 21:20:41 -08:00
cd0ac16a22 Fined tuned some pathfinding stuff b adding pathTo and Delay functions. As long as I don't have to cross a bridge pathfinding works. 2017-11-19 17:00:12 -08:00
d722144c21 Finished BFS path finding and added in animations for the path. Also updated Animation Manager to be able to take multiple frames of animation per single animation set now. 2017-11-17 02:50:22 -08:00
fa3c4389ae Added Illumination framework to stardust for different colors, and made BFS path finding work for StarAI! 2017-11-16 23:07:30 -08:00
a12250b8cc Stared work on tileObject that will depict what is occuring with path finding and planning. 2017-11-16 10:29:02 -08:00
28421f07ff Updated all mods to use most recent version of pathos netgu package and started work on StarAI for CS146 Game AI 2017-11-16 03:47:02 -08:00