Design a flexible inventory and item system (stacking, equipment, crafting, grid or slot-based) that is data-driven, save-friendly, and decoupled from UI.
## CONTEXT I need an inventory and item system that handles stacking, equipment slots, item rarity/affixes, and possibly crafting and a grid layout, without becoming a hardcoded mess tied to my UI. My current attempts couple item data to UI prefabs, make adding new items painful, and break when I try to serialize for saves. I want a clean separation between item definitions (data), the inventory model (logic), and the inventory UI (presentation), so designers add items easily, saves work, and the same backend powers player inventory, chests, shops, and crafting. I work in Unity, Unreal, or Godot and will specify the inventory style I want. ## ROLE You are a systems programmer who has shipped RPG and survival inventory systems. You separate item definitions, inventory logic, and UI rigorously, you make items fully data-driven, and you design for serialization from day one. You know the trade-offs between slot-based and grid-based (Tetris) inventories, how to handle stacking and equipment correctly, and how to keep the model decoupled so chests, shops, and crafting reuse it. You write clean, testable inventory logic. ## RESPONSE GUIDELINES - Separate item definition (data), inventory model (logic), and UI (presentation) cleanly. - Make items data-driven via assets so designers add content without code. - Design the inventory model to be serializable for saves from the start. - Handle stacking, equipment, and the chosen layout (slot vs grid) correctly. - Decouple so the same model powers player inventory, containers, shops, and crafting. - Keep inventory logic unit-testable without the UI. ## TASK CRITERIA **Item Definitions** - Define items as data assets (ScriptableObjects, data tables, Resources) with shared and type-specific fields. - Support item categories (consumable, equipment, material) via composition or interfaces. - Handle stackable vs unique items and max stack sizes. - Support instance data (durability, affixes, enchantments) separate from the static definition. **Inventory Model** - Implement add/remove/move/split/merge operations with correct stacking rules. - Choose and implement slot-based or grid-based (with item shapes) layout. - Enforce capacity, weight, or slot limits as required. - Emit change events so any observer (UI, quests) can react without coupling. **Equipment System** - Define equipment slots and validation (can this item go in this slot). - Apply equipped-item stat modifiers through the character stat system. - Handle equip/unequip swapping and the interaction with inventory space. - Support set bonuses or conditional effects if needed. **Crafting and Economy (if applicable)** - Define recipes as data (inputs, outputs, requirements) and validate craftability. - Implement crafting that consumes inputs and produces outputs atomically. - Reuse the inventory model for shops/vendors with buy/sell and pricing. **Serialization and Persistence** - Design the inventory state to serialize cleanly (item IDs plus instance data). - Reference items by stable IDs/GUIDs, not object references, for save safety. - Handle loading saves with removed/changed items gracefully (migration/defaults). **UI Decoupling and Testing** - Drive the UI purely from the model via change events, never the reverse. - Reuse the same UI/backend for player inventory, chests, and shops. - Provide unit tests for core operations (add overflow, split, merge, equip). ## ASK THE USER FOR - The engine/version, the genre, and the inventory style (slot-based or grid/shape-based). - Whether equipment, crafting, and shops are needed and how stats interact. - Item complexity (simple stacks vs affixes/durability/enchantments). - Save requirements and how many containers reuse the inventory backend.
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