Today, I focused on the combat subsystem, specifically implementing various components necessary for managing health, damage, and character behaviors during combat scenarios. This work is critical for establishing a solid foundation for player interactions and enemy behaviors.
Combat System: Implemented combat_health, which tracks and manages health points for entities, including health reduction mechanics and thresholds for death events.Combat System: Added combat_invuln, providing temporary invulnerability states for characters, which allows for the management of damage immunity during specific animations or effects.Combat System: Developed combat_knockback, a mechanic that applies force to characters upon receiving damage, enhancing the feedback of combat interactions.Behavior Tree: Stubbed out the combat_combo, which will facilitate chaining of attacks for characters, setting up a framework for more advanced combat mechanics.Behavior Management: Completed behavior_tree_free to ensure proper memory management of behavior trees, preventing memory leaks during runtime.Behavior Management: Initiated behavior_runner_init, which sets up the initial state for behavior execution, crucial for managing different character actions effectively.Combat System: Implemented combat_dmg_info_get, which retrieves damage information relevant for interaction logic, aiding in the clarity of combat events.Cleanup: Conducted code tidying and minor fixes across the combat module to enhance readability and maintainability.
The combat subsystem now has a more cohesive structure with the groundwork laid for complex interactions. The next step will involve fleshing out the behavior tree logic to integrate advanced AI behaviors and attack combos.
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