then to go with this add room_id to ItemNoteDetail::EnemyDrop (as well as monster: MonsterType cause whynot)
in my autistic need for comprehensive nonsense, I figure I may as well keep track of rooms and things.
```
struct Room {
id: RoomId
name: String,
episode: Episode,
created_by: CharacterEntityId,
}
enum RoomNoteDetail {
PlayerJoined(CharacterEntityId),
PlayerLeft(CharacterEntityId),
QuestStarted(QuestId),
...
}
struct RoomNote {
note: RoomNoteDetail,
timestamp: chrono::DateTime<chrono::Utc>,
}
```
then to go with this add `room_id` to `ItemNoteDetail::EnemyDrop` (as well as monster: MonsterType cause whynot)
in my autistic need for comprehensive nonsense, I figure I may as well keep track of rooms and things.
then to go with this add
room_id
toItemNoteDetail::EnemyDrop
(as well as monster: MonsterType cause whynot)