pardeike / Zombieland

Rimworld Mod featuring zombie hordes
https://www.patreon.com/pardeike
MIT License
55 stars 22 forks source link

Remove zombie autoheal #2

Closed perkinslr closed 7 years ago

pardeike commented 7 years ago

Hmm. I think this issue isn't fixed by simply removing functionality from Zombieland.

pardeike commented 7 years ago

Instead of pulling this, I added some conditional code to Zombieland. Thanks for the effort nevertheless!

perkinslr commented 7 years ago

I didn't figure you'd want to merge this. I just made the pull request so it would be easy for you to see the changes I made and could figure out how best to actually solve the problem, since I'm not particularly familiar with your code base.

pardeike commented 7 years ago

Ok. What is the motivation behind taking away the force-die on incapacitated zombies?

perkinslr commented 7 years ago

If I understand the mechanic correctly, it is possible for them to be immobile due to an injury that will heal, such as a broken bone. In practice, it probably doesn't make much of a difference, since usually they're bleeding enough by that point to die before they become mobile again, or end up dying from an infection. But if you were to use a mace or club to down one, this would let them get back up eventually.

pardeike commented 7 years ago

Not exactly. The point here is that if you have auto-healing to simulate “double tap” like in the movie, any zombie that has an injury, like a missing leg that does not heal, will stay alive forever. So instead of cluttering the map with alive but immobile zombies, the mod simply kills them.

perkinslr commented 7 years ago

Right, that makes sense. The question is how to detect when the lack of mobility is from an injury that won't heal vs from something that is temporary, without significantly impacting performance. There are enough zombies that killing a few who would recover is probably not a big deal, so it probably makes sense to just eliminate them if they can't move.