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Inventory #14

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aawilson opened this issue Aug 25, 2013 · 1 comment
Open

Inventory #14

aawilson opened this issue Aug 25, 2013 · 1 comment

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@aawilson
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I was pretty impressed by X@Com's inventory management (Cataclysm-DDA has a similar one). It's components were thus:

  1. Items have weight and bulkiness (bulkiness is slots)
  2. Character inventory consists of a set of containers. Each container has a slot capacity.
  3. Character strength limits weight capacity. Weight over capacity causes actions to take longer
  4. 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)
  5. Transferring into and out of containers takes an amount of time that depends on the container.
  6. The ground is its own container with very large bulk capacity.
@aawilson
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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

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