From 8adcbc9c6d39aa4c7c562c8565cc53d685b8d103 Mon Sep 17 00:00:00 2001 From: iisaev Date: Thu, 22 Oct 2026 19:14:55 +0200 Subject: [PATCH] New inventory starts empty; starter kit belongs to the game --- src/Inventory.cs | 28 ---------------------------- 1 file changed, 28 deletions(-) diff --git a/src/Inventory.cs b/src/Inventory.cs index 01ae6e9..1238f7e 100644 --- a/src/Inventory.cs +++ b/src/Inventory.cs @@ -41,34 +41,6 @@ namespace Cthangover.Core.Items /// Fires on every successful add/remove with (itemId, signed delta); also mirrored as on the ModEventBus. public event Action Change; - /// - /// Creates an inventory pre-seeded with the starter kit (10 wolf meat, - /// 10 branches) so a new game always has basic supplies. - /// - public Inventory() - { - AddStarterItem("food/wolf_meat", 10); - AddStarterItem("resource/branches", 10); - } - - /// - /// Seeds one starter stack, skipping the entry when the item definition - /// cannot be resolved. This can legitimately happen when the inventory is - /// constructed while the launcher has not finished loading mods; adding a - /// container with a null item would otherwise crash every later - /// call. - /// - private void AddStarterItem(string id, int count) - { - var item = ItemFactory.Instance.Get(id); - if (item == null) - { - GameLogger.Log("INVENTORY", $"starter item '{id}' not found, skipping seed", LogLevel.Warning); - return; - } - Items.Add(new ItemContainer { Item = item, Count = count }); - } - /// True when any slot holds the given item (null-safe). public bool HasItem(IItem item) {