-You can now purchase multiple things in a row
-It shows the proper log messages
-For the moment all items go to the very first inventory slot, and overwrite each other
* Address warning "warning: very complex type used. Consider factoring parts into `type` definitions"
-But instead of making a new type we just create PlayerData directly
* Address "warning: this expression creates a reference which is immediately dereferenced by the compiler"
* Address "warning: calling .bytes() is very inefficient when data is not in memory"
-It wasn't setting the item's condition, causing the game UI to behave strangely when looking at the item's tooltip
-Added a constant for the maximum item durability
This prevents all sorts of oopsies because the client will refuse
to equip certain items, if you happen to be using a Gladiator
weapon on an Archer or vice-versa.
See #50
This updates three major crates we use to the latest version with all of
their API changes, and the others too. Notably, this removes the Syn v1
dependency thanks to binrw 0.15 switching to Syn v2.
I wanted to add armory chest support but the current state of the
inventory was a little frustrating. Adding new containers was too
difficult, so I made the system *even more* generic and easier to use. I
have also split it up into it's own module with a nicer file layout.
Oh yeah, and armory chest works too now.