refactor(packages): the mechanic packages use ludic_base only, and ask through ports
ludic.clock, .effects, .inventory, .wallet, .weather and .tracks say 'uses ludic_base' (ludic.base uses nothing). ClockWorld, PackRules, WeatherWorld and TracksWorld are export ports whose defaults are the old fallbacks; clock_bind, inv_bind, weather_bind and tracks_bind are gone, and the tests bind their fakes. The base README's toy does the same. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -16,16 +16,18 @@ longer knows is dropped on load.
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## The port
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```ludic
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property PackRules {
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stack_limit: fn(int) -> int # how many of a kind fit (unbound: no limit)
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export port PackRules {
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stack_limit: fn(int) -> int = ... # how many of a kind fit (unbound: no limit)
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}
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```
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The game fills it once, where it is put together: `bind PackRules { stack_limit: fn gear_stack }`.
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## API
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| | |
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| --- | --- |
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| `inv_bind(r)`, `inv_config(keys)` | the port, and the kinds by name (the pack starts empty) |
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| `bind PackRules { ... }`, `inv_config(keys)` | the port (a declaration), and the kinds by name (the pack starts empty) |
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| `inv_add(it, n) -> int` | as many of `n` as there is room for; returns how many went in |
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| `inv_take(it, n) -> bool` | all `n` or none |
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| `inv_set(it, n)` | a count outright, room or not (a starting kit, a correction, the network's word); never below 0 |
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@ -1,6 +1,6 @@
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# ludic.inventory - one pack of counts by item kind: the game names the kinds (so the save is by
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# name, never by position) and answers how many of one fit; every change is a fact on a queue
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module ludic_inventory
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module ludic_inventory uses ludic_base
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numbers float
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import "ludic.base"
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import "state.ludic"
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@ -1,8 +1,9 @@
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# state.ludic - the pack's port, its facts, and its counts
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# what the pack asks the game: how many of a kind fit (unbound: no limit)
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export property PackRules {
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stack_limit: fn(int) -> int = null
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export port PackRules {
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stack_limit: fn(int) -> int = fn iv_no_limit
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}
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function iv_no_limit(it: int) -> int { return 2147483647 }
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# a count changed, however: added, taken, or set outright
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export property ItemChanged {
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@ -11,13 +12,10 @@ export property ItemChanged {
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after: int = 0
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}
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var iv_rules: PackRules = null
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var iv_keys: []string = null
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var iv_counts: []int = null
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var iv_changes: Queue<ItemChanged> = null
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export function inv_bind(r: PackRules) -> void { iv_rules = r }
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# the kinds, by the name each is saved under; the pack starts empty
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export function inv_config(keys: []string) -> void {
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iv_keys = keys
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@ -42,8 +40,7 @@ export function inv_count(it: int) -> int {
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}
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export function inv_limit(it: int) -> int {
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if iv_rules == null or iv_rules.stack_limit == null { return 2147483647 }
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return iv_rules.stack_limit(it)
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return PackRules.stack_limit(it)
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}
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# how many more fit
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@ -21,10 +21,9 @@ program InventoryTest {
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return k
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}
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bind PackRules { stack_limit: fn limit }
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function fresh() -> void {
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let r = new PackRules
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r.stack_limit = fn limit
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inv_bind(r)
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inv_config(names("wood", "rod", "fish"))
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inv_reset()
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}
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