DigitalLibrarian / VS2013Projects

DF/CDDA inspired content driven simulator
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Wielding and Wearing #14

Closed DigitalLibrarian closed 8 years ago

DigitalLibrarian commented 8 years ago

Currently each body part gets an optional weapon and armor slot and that works, but some changes are in order:

  1. Armors can only correspond to a single body part and vice versa. They should support many to many. For example, wearing a trench coat covers the torso, arms, and legs, and the legs might have boxer shorts on them. This entails layering mechanics.
  2. Any item should be wieldable and have a generic item melee attack move strategy. Weapons should also support being wielded in many slots, except that only one weapon is allowed in each slot, while armors can stack with encumberance penalty.

The set of wielded weapons and armor can be used to dictate possible attack moves and resistances.

Experiment with the armor layering dictating which items take damage based on penetrating the layers one by one.

DigitalLibrarian commented 8 years ago

I created an Outfit that has a weapon layer and zero or more armor layers. Each layer gets a full slot set based on the body's part slotology. The outfit can be told to wear or wield any item and it will contextually handle model checks, like preventing you from wearing a baseball bat.

Will add the ability to wear at specific layers when I make the advanced clothing management screen. For now it just tries the inner most layers first for armor. There is only one weapon layer, so no real problem there.

I have also made it so that each armor or weapon can have a list of slots that it requires. This list can have duplicates (such 2 legs for pants or 2 feet for boots).

Probably need to make some slot only available to some layers, but not that important right now. Probably best to give each armor class a set of layer constraints.