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fix: repair nanobots not working at all on broken limbs #3787
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cc @KheirFerrum |
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The chief complaint on discord is that this buff to nanobots is a radical shift in balance. While I disagree with that, I think we need to know the exact math for how the heal rate works with and without fast healer and with varying medical qualities such as high disinfectant. We can't make an informed decision on if a player can walk through all damage without knowing if they currently can.
Okay, after reading what has been shown, I jumped the gun in the Discord due to anxiety over people touching the code I did, a bit of past issues I've had with code being rapidly merged, and not being able to read it over a computer (laptop's broken again). I was under the impression that the repair nanobots had been working on broken limbs when splinted and that this PR was going to give the full benefit to unsplinted limbs. I can see now that this is not the case, and that it didn't work at all for broken limbs (which is a bug, and should be fixed). I would still suggest that unsplinted limbs be given lower (or no) bonuses from repair nanobots, as they will rapidly heal broken limbs otherwise (a player without mutations can expect almost all of their broken limb repair progress to be from repair nanobots). I would also suggest that it not be tied into the introduced Other than that it seems fine, I can't read most of the new code format, but the gist looks right. The description should note what may alter the healing rate (so just whether it's broken/has been splinted in my suggested version) |
While I agree with the premise, I chose with this solution as it was simpler to implement. Maybe i should make that function boolean predicate... |
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Failure unrelated, so functioning should be good to go.
Balance and consistency wise, I would object to this if not for the fact that disabled limbs can heal without being splinted anyway as a result of #3054
Either way, making sure that it can be used to improve disabled limbs is reasonable anyway, whether that take the form of only helping splinted limbs heal or applying to all limb healing.
yeah, could add nerf for limbs without splints in future PR. |
5da2793
Purpose of change
Describe the solution
is_broken
logic intohas_broken_limb_penalty
. hidden ATM to encourage encap?sulation in futurebroken_heal
logic intoheal_adjusted
. it takes account of whether limb gets penalty from being broken and not splinted.heal_adjusted
.Describe alternatives you've considered
heal_adjusted
the default behavior ofcharacter::heal
Testing
in both cases player waited ~6 hours with arms broken and repair nanobots active.
Without Splints
without-splints.mp4
it heals slowly.
With Splints
with-splints.mp4
it heals quickly.
Additional context
./cataclysm-tiles
intobuild/src/cataclysm-tiles