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Rework the relationship between Thirst (and other systems) and Health #8

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Cervator opened this Issue Mar 2, 2019 · 0 comments

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Cervator commented Mar 2, 2019

With #7 you can now die of thirst, yay! ... I think?

The discussion in the PR is well worth a read as it uncovered some underlying issues: exactly how should thirst and similar effects actually affect health? The way it is implemented now would for instance block healing from any source of healing due to the interception of the BeforeHeal event. In some cases that may make sense, like natural generation may stall due to dehydration. In other cases like a cleric casting a healing spell ... probably not.

One suggestion would be to improve the overall natural regeneration system, likely as part of an overhaul and extraction of Health from the Core module. Right now there is just the generic "Healing" but really there should probably be a separate system for natural regeneration that leads to a healing effect. Then Thirst, Hunger, and similar would just slow or stall the regeneration system and healing would never trigger. Other healing source in that case would be unaffected yet you could explicitly make effects that enhanced natural regeneration separately.

There have been efforts in the past to work a more advanced anatomical system (see the Anatomy) module, even one that isn't based on the typical hit point system. Natural regeneration could work in both cases, just the way the system is expressed (refilling hit points or scabbing over a wound to stop bleeding) would differ.

Developing such a system is beyond the scope of this issue and module, but I'm leaving this note here to go seek out other related modules and discuss with others here and on chat.

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