Closed DigitalLibrarian closed 8 years ago
Possible implementation:
Add property bool IBodyPart.CanGrasp
When the move finder builds the list of possible moves and it finds a CanGrasp=true, then it includes a "Grab body part" move in the move set. Once chosen, it would transition the state machine (and UI if player) to the wrestling machine.
We have IBodyPart.CanAmputate, so it can drive discovery of the "pull grasped part" command. Will need add IBodyPart.CanBoneBreak
Depends on #24 , Body Part mechanics
Successful prototype that includes pulling people's heads off and then beating their friend's head off with the the first guy's head. Also body part grasping.
Need to start modeling skeletons for the bone breaking feature. #26
Some attack moves can break holds. For example, if some weak agent is trying to hold your hand, but you are a big burly man, then you should be able to break that hold just by walking away.
This "breaking of holds" will likely be subject to skill/attributes and RNG, in the long run.
There should be a more generalized notion of a "hold". This includes grasping, and biting in the built-in system (for now). An unbounded set of hold attack moves classes should be supported via #5
While biting, an agent can shake your opponent around doing slashing and piercing damage to the body part similar to pulling while wrestling.
feature/wrestling
Two agents that have appropriate limbs should be able to engage in wrestling. While wrestling, there will be a separate state machine of attack moves and states, including things like :