Comments (1)
Bark armour was easy; hide armour will be trickier.
In the former we simply set the protection values in the item yaml. For hides, we want the protection values to depend on the source creature.
This means that we'll probably need regex support in the crafting code. For example:
Hide:
source_names: ["(\w)'s corpse"]
name: "$1 hide"
The above would find the first corpse in the inventory with a name matching the source_names pattern, capturing the word between parentheses. The corresponding capture will then go to the object name. Eg, "a big buffalo's corpse" would create an object with tag "hide" and name "buffalo hide".
We then need a way of inheriting properties from the source. The problem here lies in which source to use. I can probably use a simple approach such as: only the first source is used to get properties.
Hide:
source_names: ["(\w)'s corpse"]
name: "$1 hide"
inherit_properties: [Skin]
This should allow, with some Reflection trick, getting the component dynamically (if present) and passing it to the newly created object.
from alone-rl.
Related Issues (20)
- Add an Install section to the README
- Leave a little black space at the top
- Swap sand/ground and high-hill/mountain colours
- Performance of map-gen is abysmal
- Handle CreatureTemplate like items
- Saving/loading via json serialiser
- Fix order of systems for new games HOT 1
- update AsciiPanel
- Bow and arrow
- Hides from corpses
- Bark from trees
- Crafting should tell you when you lack components
- Corpses should have the symbol of the dead creature
- Modify GrazeBehaviour to follow gradient
- Improve sub-screen rendering
- Evaluate sprite terminals
- Improve day-night cycle lightning effect
- Animal's sight should be affect by hour of day
- Fire mechanics
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from alone-rl.