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Added more informative text when trying to install bionics depending on player's first aid skill #21458

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@Night-Pryanik
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commented Jul 21, 2017

Players with first aid skill levels 0 and 1 will get old vague messages about taking painkillers.
Players with first aid skill level 2, 3 and 4 will get current painkiller intensity and a remark about it being less or more than half of the painkiller threshold.
Players with first aid skill level 5 and beyond (and players with MD profession) will get the exact number of painkiller intensity they need to achieve in order to make installing tolerable.

Also, players with moderate and high levels in first aid skill can realize how much time it will take for painkillers to achieve maximum effect.

Will conflict with #21433, but this PR has more priority.

@AlecWhite

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commented Jul 21, 2017

Given that any bottle of painkiller will tell you the maximum dose. I think it is necessary to restrict it based on skill.

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commented Jul 21, 2017

Given that any bottle of painkiller will tell you the maximum dose. I think it is necessary to restrict it based on skill.

It will be rather hard to calculate maximum dose when one is taking several different painkillers.

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commented Jul 21, 2017

Why not prompt the the time when the painkillers effects will peak? It could add the painkiller effect strength and time, and then tell you if it will be enough or not at its peak.

It would need a special case for painkillers that are player made like poppy painkiller, or stuff like heroine.

@DangerNoodle

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commented Jul 21, 2017

I think this is a good idea. Characters with medical experience should be able to determine how they are affected by drugs, and this means more useful information is conveyed to the player without resorting to game-isms. In realism terms, this can be written off as someone mentally keeping track of the dosage they've taken, and working off of how much their medical experience tells them should be adequate for them.

Ideally first aid skill should allow looking at the painkiller item and getting a rough idea of how much one dose will effect them, but that can be handled in a later pull request.

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commented Jul 21, 2017

Added info for players with some medical experience about how much time it will take for painkillers to achieve maximum effect.

@kevingranade

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commented Jul 21, 2017

It will be clearer if you say, "it will take X minutes for the painkillers you've already taken to reach full effect.". Right now it's unclear whether it means painkillers you've already taken or the painkillers its telling you to take.

if( !has_trait( trait_id( "NOPAIN" ) ) && !has_trait( trait_id( "CENOBITE" ) ) ) {
if( pk == 0 ) {
popup( _( "You need to take painkillers to make installing bionics tolerable." ) );
return false;
} else if( pk < pain_cap / 2 ) {
popup( _( "You need to be a lot more numb to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) );
if( fa_level < 2 ) {
popup( _( "You need to be a lot more numb to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) );

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kevingranade Jul 21, 2017

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Suggest changing the final clause to, "note that painkillers youve already taken could take up to an hour to achieve full effect."

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commented Jul 22, 2017

More importantly though, I still don't want any raw numbers here, where did the player get those from?

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commented Jul 22, 2017

More importantly though, I still don't want any raw numbers here, where did the player get those from?

Game-ism because conveying information to the player that the character knows is hard.

Someone with medical background related to administering painkillers and anesthesiology should have an understanding of how much dosage is required for a given patient, the latter being an important medical field for good reason, given how much training goes into measuring and administering the correct dosage.

Conveying this in a sane manner is difficult, but it is better than not conveying information if that information is important.

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commented Jul 23, 2017

Well, the rationale is that people with medical skill could calculate the effect of painkillers based on their experience and info from the instructions.
But also we already could see almost the exact effect of painkillers in the @-menu, in the speed submenu.

int fa_level = get_skill_level( skill_firstaid );

if( has_trait( trait_PROF_MED ) ) {
fa_level =+5;

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BevapDin Jul 25, 2017

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Why is there a + in front of the 5? fa_level = 5 is the same, but shorter (and follows the established whitespace rules).

@kevingranade

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commented Jul 27, 2017

Well, the rationale is that people with medical skill could calculate the effect of painkillers based on their experience and info from the instructions.

This justifies the player being able to do "something", not exposing the raw numbers in the UI. Displaying internal numbers to the player is almost always a bad idea.

This is why I suggested adding a menu that allows the player to set their dosage with a precision based on their skill, that gives the player the ability to control dosage without bothering them with nonsense numbers.

But also we already could see almost the exact effect of painkillers in the @-menu, in the speed submenu.

That's a bad interface, but it already exists, so we need to replace it with something better instead of just removing it. It existing is not a rationale for spreading the bad interface to more parts of the game.

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commented Jul 27, 2017

This is why I suggested adding a menu that allows the player to set their dosage with a precision based on their skill, that gives the player the ability to control dosage without bothering them with nonsense numbers.

You mean when activating CBM in order to install it, the query should appear that asks the player, if he want to take painkillers prior to installing? And if he answers 'yes', then the game looks through all of his painkillers in inventory, calculate the amount of them needed to achieve 100 pk intensity, and automatically consume them?

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commented Jul 27, 2017

Yes, exactly that. Not necessarally in this PR, just ditch the pinkiller numbes and this one is good to go, it's an improvement and the menu thing might take a while to put together.

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commented Jul 27, 2017

I left the painkillers numbers for first aid skill level 5 and beyond, because at the moment I can't think what better sort of information (if not exact pk numbers) high-medical-experience users could get.

@DangerNoodle

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commented Jul 27, 2017

Estimate could be given in percentage of painkiller level required for install. Example: "Intensity of painkillers you've already taken is 85% of the threshold that will allow you to install bioncs." as a direct upgrade in information utility over the information level below it.

@kevingranade

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commented Jul 27, 2017

I agree a proportion/percentage would be an improvement.

@kevingranade kevingranade merged commit 8227480 into CleverRaven:master Aug 5, 2017

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@Night-Pryanik Night-Pryanik deleted the Night-Pryanik:more-informative-text-when-trying-to-install-cbms branch Aug 5, 2017

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