DigitalLibrarian / VS2013Projects

DF/CDDA inspired content driven simulator
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Body Skeleton #26

Closed DigitalLibrarian closed 6 years ago

DigitalLibrarian commented 8 years ago

Some body parts should have bones. Some body parts are only bone.

If they have bones, then bones can break cleanly, fracture, or be chipped.

DigitalLibrarian commented 8 years ago

Add wrestling moves ( #52 ) to bend bones in attempt to break and cause pain ( #27 )

DigitalLibrarian commented 8 years ago

A body part might have a bool IsSkeletal and also be made of a tissue material. This should suffice as an implementation.

DigitalLibrarian commented 8 years ago

The df importer gives body parts zero or more tissue layers, and each has a material. That material is sometimes "bone". Also there is a higher level [BONE] tag, that we can capture.

DigitalLibrarian commented 8 years ago

Bones will just be a tissue layer. A "bone" body part will consist of only this tissue layer.

DigitalLibrarian commented 8 years ago

Just added

BodyPartClass.IsSkeletal, IsNervous, IsCirulatory

as well as several others. These will drive the engine mechanics.

There might be place for a dedicated ISyndrome concept to pick up the remaining targeted features.

DigitalLibrarian commented 7 years ago

The body part/tissue object graph takes care of the compositional nature of boney body parts. All that remains to close this ticket is a set of well defined tests for when bones "fracture cleanly", "fracture", or "be chipped". It may ultimately end up being used for only move discovery and action log generation, as the material stress system supplies definitions for the 3 macro states.

DigitalLibrarian commented 6 years ago

The materials engine already covers this. Closing....