Design inventory data model
This commit is contained in:
@@ -84,6 +84,13 @@ Early runtime systems should remain small and explicit:
|
||||
Blueprints can compose and expose these systems, but core replicated behavior
|
||||
should remain in C++ as much as practical.
|
||||
|
||||
Inventory data is defined in `Docs/InventoryDataModel.md`. The MVP model uses
|
||||
stable `ItemId` keys, design-time `FAgrarianItemDefinition` records, runtime
|
||||
and save-game `FAgrarianItemStack` records, and a server-authoritative
|
||||
`UAgrarianInventoryComponent` with replicated stack arrays. Pickup, drop,
|
||||
splitting, item use, equipment, carry capacity, persistence, and UI work should
|
||||
extend that contract rather than inventing parallel inventory state.
|
||||
|
||||
## Time And Environment
|
||||
|
||||
The MVP gameplay calendar target is:
|
||||
|
||||
Reference in New Issue
Block a user