Following on from the discussion re shelters/huts (#41), this may lead to some changes in our data structures. I'm working on an Inventory class, which currently belongs to session, but will eventually be used by Agent (so each agent has an inventory). This could potentially be used by Tile as well - so a Tile could store some items.
Would this be useful for berries, wreckage, etc, as well? Perhaps if an agent forages, we add the berries to the space's inventory, rather than using the 'health' attr? This would avoid having N berries per berry tree tile - instead creating the structure when it gets foraged?
We could use the tile inventory to let players bury things in the dirt for safety :)
Following on from the discussion re shelters/huts (#41), this may lead to some changes in our data structures. I'm working on an Inventory class, which currently belongs to session, but will eventually be used by Agent (so each agent has an inventory). This could potentially be used by Tile as well - so a Tile could store some items.
Would this be useful for berries, wreckage, etc, as well? Perhaps if an agent forages, we add the berries to the space's inventory, rather than using the 'health' attr? This would avoid having N berries per berry tree tile - instead creating the structure when it gets foraged?
We could use the tile inventory to let players bury things in the dirt for safety :)