Besides adding itemgroups to furniture on the map, you can now also place the itemgroups on the ground. The idea is the same as in CDDA, you walk around in a field and find a stone here and there.
Map tiles now accept itemgroup data. You can assign more then 1 itemgroup. If more then 1 itemgroup is assigned, a random one will be picked on spawn
Containers will spawn on maps and have their sprite set to a random item inside the container. When an item is removed, the sprite will update to another random item. This will also happen with containers that were spawned from destroyed furniture. If a furniture is destroyed, it will first use it's wreck sprite. When an item is removed, it will update to a random item sprite.
Created a new field_generic_finds group and added it to a few maps.
A minor issue that's still there is when you have the container open in the inventory menu and remove an item from the container and it's sprite updates, the inventorywindow doesn't reflect that change in the container selection column.
Right now the itemgroups on the map have a fixed location. So each time the map spawns, it will be in exactly the same place. In the future we might come up with a way to have it spawn somewhere random.
Requires #238
Besides adding itemgroups to furniture on the map, you can now also place the itemgroups on the ground. The idea is the same as in CDDA, you walk around in a field and find a stone here and there.
field_generic_finds
group and added it to a few maps.A minor issue that's still there is when you have the container open in the inventory menu and remove an item from the container and it's sprite updates, the inventorywindow doesn't reflect that change in the container selection column.
Right now the itemgroups on the map have a fixed location. So each time the map spawns, it will be in exactly the same place. In the future we might come up with a way to have it spawn somewhere random.