Connect movement speed modifiers
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@@ -115,3 +115,49 @@ Later movement work should separate:
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- stamina cost and recovery;
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- injury/load/terrain modifiers;
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- skill, age, care history, and condition effects.
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## Movement Modifier Implementation
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MVP movement speed is now calculated as:
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`base speed * movement modifier`
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The base speed is either the walking baseline or the short sprint baseline.
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The movement modifier is clamped so early gameplay remains controllable while
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still allowing meaningful penalties.
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Live inputs:
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- age placeholder, replicated on the character;
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- physical condition placeholder, replicated on the character;
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- strength placeholder, replicated on the character;
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- endurance placeholder, replicated on the character;
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- hunger from the survival component;
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- thirst from the survival component;
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- injury severity from the survival component;
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- carried item weight from the inventory component;
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- terrain movement multiplier hook, replicated on the character.
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Current rules:
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- dead characters have a `0.0` survival movement multiplier;
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- hunger below `50` gradually reduces movement to `0.85`;
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- thirst below `50` gradually reduces movement to `0.75`;
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- injury can reduce movement down to `0.5` at maximum injury severity;
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- carried weight has no penalty under comfortable carry weight;
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- carried weight scales down to `0.65` as it approaches heavy carry weight;
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- carried weight at or above heavy carry weight uses a `0.45` carry multiplier;
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- strength increases the effective comfort and heavy carry thresholds;
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- endurance improves the movement multiplier and reduces sprint stamina cost;
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- terrain can slow or slightly boost movement through a replicated multiplier.
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Reserved systems:
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- age is currently an editable/replicated placeholder until the lifecycle system
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owns it;
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- physical condition is currently an editable/replicated placeholder until care,
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illness, sleep, and long-term health systems own it;
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- strength and endurance are currently editable/replicated placeholders until
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character progression owns them;
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- terrain is currently a hook for later surface, slope, mud, water, road, and
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biome systems.
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