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Goosemed #8603

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Atermonera
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@Atermonera Atermonera commented May 2, 2022

Look, I write the system, I get to name it. And if I'm rewriting half of mobcode, I'm damn well gonna name it.

Disclaimer: I will likely work on this in fits and spurts in my evenings, as the mood takes me.

Marking for test merge now, because this definitely will need that at some point. Not marking this for staff input, because while it eventually will warrant such, that requires things that actually need feedback. I'm mostly making the PR now to keep track of the weird miscellaneous stuff I'm touching so that I can be sure to test against it. It's not expected to compile for some time yet, seeing as I have to rework both metabolism and ORGANS.

There's a bunch of stuff in surgery/surgery2 where I'm actually sketching out things specific to the README, but I'm making passes over a lot of other mobcode to familiarize myself with what's already present. No I will not break that out into separate PRs, that will in almost certainly every single case just make conflicts for me as I rewrite half of mobcode.

Testing Plan (Describes stuff written in some semblance of completion)

  • Refactored completely (No longer carbonmobs)
    • Nymphs
    • Brainmobs
  • Viruses (Now only on Humans)
  • Breathing (Now only on Humans)
  • Giving
    • Humans
    • Simple_mobs
    • Borgs
  • Embedding Attacks
  • Handcuffs only on humans
  • Taste on all livingmobs (Esp test simple_mobs)

Dev Plan (Specific things, beyond just what's outlined in the README)

  • Wait do I actually need alien larvae? (Make them simple_mobs)
  • Make nymphs simple_mobs
  • Make brainmobs /mob/living?
  • Remove /mob/living/carbon? (Requires above few)
  • Carbonmob breathing is actually specific to humanmobs
  • Virus2 is specific to humanmobs
  • Taste is universal to living mobs
  • Stomach contents are actually stored in the stomach organ
    • Prommies need weird stomachs
  • Breathing in toxic smoke requires lungs
  • Stealthnerf GODMODE and HULK by deleting references to them. GODMODE is deprecated, and reducing references to DNA could eventually lead to being able to remove/replace it.
  • Food poisoning

Actual Rework Material (Not exhaustive (yet))

  • Oofs, Ouches, and Owies
    • Wounds/organs describe something about the chemicals that are effective at treating them, so a brute wound to an internal organ requires different chems than a brute wound to an external organ, and the brute damage of a broken bone isn't fixed by just bicard.
    • Open wounds can cause infections.
    • Bleeding wounds cause actual bloodloss.
    • Figure out how infections should work:
      • Does it just tick up toxloss?
      • Does it increment in stages like current?
  • ORGANS
    • Organs have max health:
    • The sum of organ max health is greater than the body's overall max health (Amputating a super-beat-up organ can increase odds of survival). Still working out the exact factor these differ by, kinda dependent upon numbers for Limb D&D. Tentative x2?
    • Internal organs actually affect things relevant to what they do
      • Blindness is on eyes.
      • Lungs are used to breathe.
      • Heart/pulse affects the amount of blood delivered to other organs.
      • Stomach/intestines do ingestion metabolism.
      • Kidneys destroy lots of blood.
      • Liver shrivels up and dies.
    • BONES create blood (External organs)
  • Limb death & dismemberment:
    • Limbs that die of burn become husked.
    • Limbs that die of brute are severed? Gibbed?
    • A cut with high enough initial damage can sever the limb.
    • A burn with high enough initial damage can husk or ash the limb.
    • Limbs with too much toxloss (Die of it?) become gangrenous (What does this actually do, different from infections?).
  • Chems can affect individual organs:
    • Chems can affect individual wounds.
    • Psychotropics affect the brain
    • Dexalin/+ affects the lungs(?)
    • Organ-specific stuff (Like imidazoline) actually affects that organ.

@Atermonera Atermonera added Feature The PR adds new functionality in some way. Refactor The PR heavily modifies or rewrites an existing feature. Needs Announcement The PR and its effects need to be announced to the general playerbase. Test Merge [PR] This requires live feedback and may be reverted later. Needs Documentation This change is missing wiki or in-game documentation, and will be too difficult to use without any. labels May 2, 2022
@Spookerton Spookerton added the Stale [PR] This requires additional work and appears abandoned. label Aug 23, 2023
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Feature The PR adds new functionality in some way. Needs Announcement The PR and its effects need to be announced to the general playerbase. Needs Documentation This change is missing wiki or in-game documentation, and will be too difficult to use without any. Refactor The PR heavily modifies or rewrites an existing feature. Stale [PR] This requires additional work and appears abandoned. Test Merge [PR] This requires live feedback and may be reverted later.
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