Inventory
Opened this issue · 1 comments
aawilson commented
I was pretty impressed by X@Com's inventory management (Cataclysm-DDA has a similar one). It's components were thus:
- Items have weight and bulkiness (bulkiness is slots)
- Character inventory consists of a set of containers. Each container has a slot capacity.
- Character strength limits weight capacity. Weight over capacity causes actions to take longer
- Certain slots are tied to certain actions--main hand ("Right hand" in X@Com, which seems discriminatory honestly) is where things need to be to be used (including weapons)
- Transferring into and out of containers takes an amount of time that depends on the container.
- The ground is its own container with very large bulk capacity.
aawilson commented
TODOs from current branch state
TODO: some attachment points might have containers that are inherent to the inventory
ex: a human might have 2 hand containers with a specified bulk capacity
TODO: attachment points should be classified, and might possibly accept items as well as
inventories (and possibly the distinction should be erased)--a human might accept a helmet on
his head that has an attachment point for specific types of equipment, or migth wear an armored
suit that accepts weapons
TODO: some items (like armor) might deserve special treatment--they might contribute attachment
points with built-in containers