I'm developing a somewhat simple, small roguelike game as my university project. Early into development I heard about Enity-Component-System and decided to go with that as my game's architecture. Since this is my first ever project using that design, I ran into some problems that I'm not sure are a result of the principles or my own mistakes. As an example:
I have an inventory system, handling inventory operations of managing, using and dropping items. The problem I ran into is the fact, that in order to actually do something like using potions, I have to either include an instance of the Health System (which I now realize is technically just a bunch of glorified functions dealing with health) or copy all that code into the inventory system, which I don't find a good solution either.
How do I get over this? I don't know if my design is simply flawed, or if I'm trying to be too much of a purist. Any help/tips would be greatly appreciated