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[WIP] Update Bite/Infection to use the new bodypart-aligned disease system. #3082

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merged 17 commits into from Sep 25, 2013

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@i2amroy
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commented Sep 17, 2013

Also updates to a much more realistic infection system, where infections are no longer guaranteed deadly, but are much more debilitating if you survive them.

So far this PR:

  1. Updates bites/infections to work on a individual body part basis
  2. Adds some new arguments to ::add_disease, which can stop a disease from increasing in duration if it already exists (used for diseases like bite or infection where duration is really a "timer"), and can redirect from lesser body parts (eyes, mouth, hands, feet) onto their respective main ones (for things like bleeding where you couldn't cure eye bleeding).
  3. Bites/infections are no longer guaranteed lethal, but recovery chance is based on the player's "health" stat; with a 50% of spontaneous recovery from a bite/infection. 2/3rds of these recoveries will happen during the bite stage, the other 1/3 happen during the infection stage. Players that are still recovering from a previous infection will find it harder to fight off successive ones.
  4. The total time before death when bitten/infected has been extended to be the full 30 hours intended.
  5. Recovery is now much more painful, and is basically a slightly less harmful version of the bite/infection symptoms in reverse. It also lasts a lot longer, with duration being based on how badly infected a person was before healing.

Misc:
1)Removes a bunch of "break;"s that should never trigger anyways and were making Cygwin mad.

TODO:

  1. Update items that treat bleeding/bite/infection to automatically do their respective tasks (meaning if you use a bandage on your torso it will stop bleeding). The new system will combine the various healing items into a single iuse function that could easily be expanded to allow for new healing items being added to the jsons (once the json loading has calmed down a little).
@Rivet-the-Zombie

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commented Sep 17, 2013

This is awesome!

@KA101

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commented Sep 18, 2013

Any possibility of having Medical Nano fix bleeding, etc?

@i2amroy

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commented Sep 18, 2013

Any possibility of having Medical Nano fix bleeding, etc?

While it wasn't in my original plans, adding something similar to that wouldn't be too difficult to put into the PR.

@kevingranade

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commented Sep 20, 2013

Totally sweet, if the medical items still work, I can see about pulling this as-in, and you can finish up with the medical items enhancement with another RP, up to you.

i2amroy added some commits Sep 24, 2013

More tweaks/updates
Move player::cauterize to an iuse function
Give first aid a PKILL effect (from the recipe aspirin)
Make further bites on an infected/bitten limb increase effects
Cauterizing now will either remove a bite wound or greatly increase it's
effects
Cauterizing now causes 2 damage to the cauterized limb
Added some new player::functions to convert from hp_part to bp_part and
back again

@atomicdryad atomicdryad merged commit 2709013 into CleverRaven:master Sep 25, 2013

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