Proof of concept for woundmed/ailmentmed #2947
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About the PR
This PR primarily serves as a proof of concept for ailmentmed, and does not represent a finished gameplay proposal.
The fundamental basis of ailmentmed is the ailment, which are arranged into ailment packs with defined ailment transitions, and all of these are contained within an ailment component on something that can take ailments. The system is intentionally open-ended as to not require custom C# for every ailment that can exist.
Where to go from here
EntityEffect
/EntityEffectCondition
for things, such as triggersWhy / Balance
Technical details
AilmentComponent
: similar to a damage container, contains a set of ailment packs and a dictionary of which ailments are active in each packAilmentPrototype
: defines an ailment, such as "joint dislocation" or "severe fracture" & its effectsAilmentTransitionPrototype
: defines how you move between ailments in a pack, such as a minor fracture worsening into a severe fracture or a severe fracture being tended toAilmentPackPrototype
: set of ailments and transitionsSharedAilmentSystem
: responsible for managing transitions and effects of ailmentsSharedAilmentSurgerySystem
: responsible for ailment interactions with shitmedMedia
Requirements
Changelog
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