Open DigitalLibrarian opened 8 years ago
The way the inventory and outfit class are separated mean that this kind of thing is a balancing act.
Perhaps one should be managed by the other somehow? Could they both be unified into something simpler? Might we maintain the separation and instead find a better factorization for grasping and wielding weapons?
Fix this with #52
Make sure this doesn't happen and write a test case. The engine rule should be something generic, based on the body part properties. The grasp state ultimately needs to feedback into the IOutfit.Wield() rules.