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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

  • relying less on EntityEffect/EntityEffectCondition for things, such as triggers
  • carrying extra data for ailments, such as a lodged bullet
  • actually building out the content side of things

Why / Balance

  • vary medical gameplay more than just trekmed/surgical part swapping
  • lasting consequences for running headlong into someone with a gun (get stuck with a cast for 20 minutes)

Technical details

  • AilmentComponent: similar to a damage container, contains a set of ailment packs and a dictionary of which ailments are active in each pack
  • AilmentPrototype: defines an ailment, such as "joint dislocation" or "severe fracture" & its effects
  • AilmentTransitionPrototype: 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 to
  • AilmentPackPrototype: set of ailments and transitions
  • SharedAilmentSystem: responsible for managing transitions and effects of ailments
  • SharedAilmentSurgerySystem: responsible for ailment interactions with shitmed

Media

grafik

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Changelog

🆑

  • add: Someone merged something that wasn't ready to merge

@sowelipililimute sowelipililimute requested review from a team as code owners February 10, 2025 03:26
@github-actions github-actions bot added Changes: YML Changes any yml files Changes: UI Changes: C# Changes any cs files Changes: Localization Changes any ftl files S: Needs Review size/L 256-1023 lines labels Feb 10, 2025
@sowelipililimute sowelipililimute force-pushed the work/jblackquill/shitailments branch from a087210 to 026cb01 Compare February 10, 2025 03:30
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@nkokic
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nkokic commented Feb 13, 2025

Oh! Is this going to be like Neurotrauma (a mod for Barotrauma)?
I would love to see this.
SS14 in general would benefit from this kind of system.

Now I am reading the code and I see that it depends on shitmed and SS14's damage types.
Do you think we could remove requirement to navigate shitmed UI to start surgeries with this system?
Completely generalizing surgical procedures in a way you just set aim to a limb and click with item to give them ailments.
With scalpel it gives you ailments called "opened incision".
Which enables for hemostat to be applied to give "clamped bleeding".
To which enables skin retractor to give "retracted skin".
And once skin is retracted, enable all other tools to be used on it directly to heal... or do something morbid.

Could ailments add more things like: pneumothorax, arterial bleeding, specific organ damage, concussion?

@deltanedas
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its just a poc but of course more wounds would be added

im not wholly against NT style surgery but it would be much harder for new players to discover things as there would be no list of surgery steps, youd have to rtfsc or something

@Lyndomen
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its just a poc but of course more wounds would be added

im not wholly against NT style surgery but it would be much harder for new players to discover things as there would be no list of surgery steps, youd have to rtfsc or something

Imo surgery being difficult is kinda neat, training people on complex mechanics are good MRP gaming. We were also thinking about construction graph style prompts instead of big menu

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5 participants