LambdaHack / LambdaHack/LambdaHack
Let body parts in organs inventory affect abilities of actors
Nobody has claimed this yet.
- Dominant language
- Haskell
- Stars
- 664
- Forks
- 57
- PR merge metrics
- No merged PRs in 30d
Description
Let actors start with a few legs/arms/tentacles in inventory. If a leg is missing, the actor can't kick in combat, has trouble moving, etc.. Let body parts be targetable in combat. If a body part is critically wounded, it's removed from the inventory. If it's later regrown/replaced by an implant/etc. a new item is added to the inventory. The body parts in the inventory are displayed separately and some operations are restricted (e.g., dropping an arm is forbidden and picking up a severed arm does not re-attach it). Since body parts are items, they are specified in game content, just as any other item (this bit is already done and they are specified in ItemKindOrgan).
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the existing ItemKindOrgan game-content definition and trace how organ items are represented in actors' inventories. Define the inventory, combat targeting, movement, regrowth, replacement, display, and restricted-operation behavior described in the issue, then verify that missing and restored body parts affect actors as specified.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- haskell
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100