Open GregHib opened 4 years ago
Will need a system for each action type
PickupSystem
DropSystem
ConsumeSystem
ExamineSystem
- Surely this could be reusable for objects and mobs too?
EquipSystem
Will changes need to be queued and processed or will using non-instant events have the same effect?
InventorySystem
EquipmentSystem
BeastOfBurdenSystem
etc..
A container component has just an int array of a fixed size.
Separate systems for handling Quantity changes?
Decided that it doesn't make sense for container items to be entities as the vast majority of items (up to 500 per player in banks alone) would create a lot of overhead and processing to spawn.
Containers interfaces, with addition, subtraction, switching, sorting, stack types and modification composition Task
DSL added. The systems themselves are content and will need to be added at a later date.
Containers would be better in a map than as separate components. Might even be an idea to use string names as key identifiers.
Item is an entity. It can have a
Quantity
component.An item could potentially have a
Name
,Description
,Consumable
orEquipable
component. However this wouldn't make sense as these values are static and would just be duplicating data.Degredation
would make sense, andType
of course. Is that it?Noted
perhaps.