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Virology Reworked

Open Admiral-Obvious-001 opened this issue 1 year ago • 5 comments

First doc, probably placed the file incorrectly. Just a draft PR for now.

Edit: Later fixed the doc placement, so it's in the right location I think.

Admiral-Obvious-001 avatar Oct 29 '24 01:10 Admiral-Obvious-001

I believe keeping a cure-all option no matter how low the chances are is bad design

Aisu9 avatar Oct 29 '24 01:10 Aisu9

I believe keeping a cure-all option no matter how low the chances are is bad design

Probably, but I don't know how to fit it in.

Admiral-Obvious-001 avatar Oct 29 '24 01:10 Admiral-Obvious-001

I should have mentioned in the review, I really like the overall direction of this proposal, much more than my experiences with SS13's virology (mainly tg some six years ago). I think even a simple implementation would make for a pretty compelling new job.

Palladinium avatar Oct 31 '24 02:10 Palladinium

I feel confident in this design at this point, so I'm opening the pull.

Admiral-Obvious-001 avatar Nov 01 '24 05:11 Admiral-Obvious-001

just letting y'all know that i would be interested in tackling the implementation of this proposal if/when it gets accepted

as far as the technical feasibility of what's proposed here, all of it seems doable.

it seems like what you're proposing here doesn't really have "kinds" of viruses, as much as it is just every virus being its own thing with a few prototypical ones to start out with, which would correspond pretty straightforwardly to a VirusComponent and its VirusSystem with a VirusPrototype for mapping usage. it also seems likely that this will have interactions with other systems. notably, this seems like it would interact with the SolutionContainerManagerComponent/SolutionComponent/ContainedSolutionComponent and their systems, which not only applies to syringes, but everything that can store reagents, such as beakers, jugs, glasses, cans, etc.

the interactions with other systems for contamination mostly seems to boil down to:

  • InjectorSystem, for dealing with injecting stuff into people
  • the weapon related systems for dealing with contaminated weaponry
  • SharedInteractionSystem for dealing with contact spreading via inanimate items, as well as the systems responsible for hugging, cuffing, buckling, etc.
  • aforementioned solution systems & the system for solid foods & the metabolism system in order to contend with saliva-based and bloodborne transmission

airborne viruses seem like the most technologically difficult part of this to implement because it would potentially interact with atmos, unless we approximated it by just relying on a "is breathing same air" (whatever that means) check and proximity check to see who's in range to get the virus.

sowelipililimute avatar Dec 29 '24 19:12 sowelipililimute