feat(packages): ludic.shop - prices by standing with the fountain guard, a weekly demand on its own dice, stock, buying and selling through purse and pack ports, a trade fact
Items (base price, sell fraction) and vendors (stock, buys, refuses) are the game's data handed over at boot; standing, the day, a shortage and "buys beyond its list" are the ShopWorld port; money is ShopPurse and the pack ShopPack. The week's wanted and glutted items come from an Rng seeded by the week, never the world's. The balance invariants - a shop is not a fountain, friction falls and never inverts, raw keeps its order - are the package's tests (nine). ludic.crafting: its private names carry the package's prefix too (a private name is still one global namespace with the game's - ludic.shop's `sp_seed` met the game's). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# hold.ludic - a recipe made by holding a button for its `hold` seconds: letting go wastes
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# nothing, and it stops by itself the moment it can no longer be made
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var cr_hold: int = -1
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var cr_hold_t: float = 0.0
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var craft_hold_i: int = -1
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var craft_hold_t: float = 0.0
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export function craft_holds(i: int) -> bool { return craft_ok(i) and CraftRecipes[i].hold > 0.0 }
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# the recipe being held, or -1
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export function craft_holding() -> int { return cr_hold }
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export function craft_holding() -> int { return craft_hold_i }
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# starts holding one that is made by holding and can be made now
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export function craft_hold_start(i: int) -> bool {
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if not craft_holds(i) or not craft_can(i) { return false }
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cr_hold = i
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cr_hold_t = 0.0
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craft_hold_i = i
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craft_hold_t = 0.0
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return true
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}
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export function craft_hold_stop() -> void {
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cr_hold = -1
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cr_hold_t = 0.0
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craft_hold_i = -1
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craft_hold_t = 0.0
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}
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# how far through the hold on `i` is, 0 to 1
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export function craft_hold_frac(i: int) -> float {
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if cr_hold != i or not craft_holds(i) { return 0.0 }
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return Math.clamp(cr_hold_t / CraftRecipes[i].hold, 0.0, 1.0)
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if craft_hold_i != i or not craft_holds(i) { return 0.0 }
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return Math.clamp(craft_hold_t / CraftRecipes[i].hold, 0.0, 1.0)
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}
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# `dt` real seconds of holding; true on the frame it is made
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export function craft_hold_run(dt: float) -> bool {
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if cr_hold < 0 { return false }
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if not craft_can(cr_hold) {
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if craft_hold_i < 0 { return false }
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if not craft_can(craft_hold_i) {
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craft_hold_stop()
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return false
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}
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cr_hold_t = cr_hold_t + dt
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if cr_hold_t <= CraftRecipes[cr_hold].hold { return false }
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let i = cr_hold
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craft_hold_t = craft_hold_t + dt
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if craft_hold_t <= CraftRecipes[craft_hold_i].hold { return false }
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let i = craft_hold_i
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craft_hold_stop()
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return craft_make(i)
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}
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