Ok, I’ll leave that alone for now.
[quote=“Coolthulhu, post:15, topic:11025”]All furniture with “CONTAINER” flag does that.
Looks like all cases to me. You aren’t complicating things.
Dragging multiple items would make the whole system more useful. For example, dragging a fully clothed zed corpse.
It could also represent player holding a “mountain” of rags.
As for realism - the player character usually has at least two hands. Dragging 2 zed child corpses wouldn’t be that hard.[/quote]
Thanks for pointing out the CONTAINER flag, I stared at the things in furniture.json for a half hour last night and that didn’t click.
How hackish would it be if I summoned an invisible piece of furniture with the CONTAINER flag and put all the selected items into it? This would simplify things as I could just use the existing furniture moving code. And I’d be able to specify a maximum volume draggable as well…how to implement that as part of the selection eludes me at the moment, but it should be possible.
The system would only work if the items were on a tile by themselves and that would mean I wouldn’t need to try to figure out how to check if items were on the ground or inside a container. I wouldn’t need to worry about creating an uber scoop either, as the system currently displaces items when you drag a CONTAINER over them.
I would want to add a check to confirm pushing the false container a block away from the player to avoid having to reselect all those items though. Maybe the first try will simply grab an entire tiles worth of items at once without giving an option to pick and choose. Sort of like mounding all your laundry into a pile and grabbing it all at once to carry to the wash. Selection could be tacked on later.
In any case, I’m going to have to think this all through again, probably scrap what I’ve done so far as a bad try, it looks nothing like the flow I described.