feat(ludic.inventory, ludic.wallet): the pack and the purse as mechanic packages

ludic.inventory: counts per item kind, a PackRules port (stack_limit), add
what fits / take all or none / set outright, an ItemChanged queue, and a save
section keyed by item NAME so a game can reorder its items with no migration.
ludic.wallet: earn, spend only what is there, lose down to zero, set, a
MoneyChanged queue and its own save section. Six and five test blocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 04:29:17 +03:00
parent 6cfaaf0bf9
commit 8075892e0e
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# ludic.inventory
A pack: a count per kind of item. The game names the kinds and says how many of each fit; the
package keeps the counts, refuses what does not fit, and reports every change. Uses
[`ludic.base`](../ludic.base/README.md) and nothing else.
```ludic
import "ludic.inventory"
```
A kind is the game's number for an item (its place in the game's item table). The game hands the
package each kind's NAME with `inv_config(keys)`, and the save is by name - `{"counts": {"wood":
3}}` - so a game can add, remove or reorder its items without a migration; a name the build no
longer knows is dropped on load.
## The port
```ludic
property PackRules {
stack_limit: fn(int) -> int # how many of a kind fit (unbound: no limit)
}
```
## API
| | |
| --- | --- |
| `inv_bind(r)`, `inv_config(keys)` | the port, and the kinds by name (the pack starts empty) |
| `inv_add(it, n) -> int` | as many of `n` as there is room for; returns how many went in |
| `inv_take(it, n) -> bool` | all `n` or none |
| `inv_set(it, n)` | a count outright, room or not (a starting kit, a correction, the network's word); never below 0 |
| `inv_clear()` | everything gone, silently |
| `inv_count(it)`, `inv_has(it, n)`, `inv_room(it)`, `inv_limit(it)`, `inv_total()`, `inv_kinds()` | what the game asks; a kind out of range counts 0 and has no room |
| `inv_changes() -> Queue<ItemChanged>` | the facts: `{ item, before, after }`, one per change, none for a no-op or a load |
| `inv_system() -> System` | `"inventory"`, `PH_COMMIT`: reset, and its save section (`inv_save`, `inv_load`) |
## Tests
```bash
ludic build packages/ludic.inventory/tests/inventory_test.ludic --headless -o /tmp/inventory_test && /tmp/inventory_test
```

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# ludic.inventory - one pack of counts by item kind: the game names the kinds (so the save is by
# name, never by position) and answers how many of one fit; every change is a fact on a queue
module ludic_inventory
numbers float
import "ludic.base"
import "state.ludic"
import "verbs.ludic"
import "system.ludic"

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# ludic.inventory - a pack: a count per kind of item, with room that the game decides. Uses
# ludic.base and nothing else. See README.md.
package "ludic.inventory"
version "0.1.0"
kind source

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# state.ludic - the pack's port, its facts, and its counts
# what the pack asks the game: how many of a kind fit (unbound: no limit)
export property PackRules {
stack_limit: fn(int) -> int = null
}
# a count changed, however: added, taken, or set outright
export property ItemChanged {
item: int = 0
before: int = 0
after: int = 0
}
var iv_rules: PackRules = null
var iv_keys: []string = null
var iv_counts: []int = null
var iv_changes: Queue<ItemChanged> = null
export function inv_bind(r: PackRules) -> void { iv_rules = r }
# the kinds, by the name each is saved under; the pack starts empty
export function inv_config(keys: []string) -> void {
iv_keys = keys
inv_clear()
}
export function inv_changes() -> Queue<ItemChanged> {
if iv_changes == null { iv_changes = queue_new("inventory.changes") }
return iv_changes
}
function iv_valid(it: int) -> bool { return iv_counts != null and it >= 0 and it < len(iv_counts) }
export function inv_kinds() -> int {
if iv_keys == null { return 0 }
return len(iv_keys)
}
export function inv_count(it: int) -> int {
if not iv_valid(it) { return 0 }
return iv_counts[it]
}
export function inv_limit(it: int) -> int {
if iv_rules == null or iv_rules.stack_limit == null { return 2147483647 }
return iv_rules.stack_limit(it)
}
# how many more fit
export function inv_room(it: int) -> int {
if not iv_valid(it) { return 0 }
return Math.max(inv_limit(it) - iv_counts[it], 0)
}
export function inv_has(it: int, n: int) -> bool { return inv_count(it) >= n }
export function inv_total() -> int {
var t = 0
if iv_counts == null { return 0 }
for i in 0 .. len(iv_counts) { t += iv_counts[i] }
return t
}

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# system.ludic - the pack as a system: reset and its own save section, each count under its
# kind's name, so kinds can be added or reordered without a migration
export function inv_reset() -> void {
inv_clear()
q_clear(inv_changes())
}
export function inv_save() -> Val {
let counts = Value.object()
for i in 0 .. inv_kinds() {
if iv_counts[i] != 0 { sv_put_int(counts, iv_keys[i], iv_counts[i]) }
}
let v = Value.object()
Value.put(v, "counts", counts)
return v
}
# a name this build does not know is dropped
export function inv_load(v: Val, version: int) -> void {
inv_clear()
if Value.has(v, "counts") == 0 { return }
let counts = Value.get(v, "counts")
for i in 0 .. inv_kinds() { iv_counts[i] = Math.max(sv_int(counts, iv_keys[i], 0), 0) }
}
export function inv_system() -> System {
let s = system_new("inventory", PH_COMMIT)
s.reset = fn inv_reset
s.save = fn inv_save
s.load = fn inv_load
return s
}

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# inventory_test.ludic - the pack: room from the port, add what fits, take all or none, set
# outright, a fact per change, and a save by name that survives the kinds being reordered
import "ludic.inventory"
import "ludic.base"
program InventoryTest {
numbers float
const WOOD: int = 0
const ROD: int = 1
const FISH: int = 2
function limit(it: int) -> int {
if it == ROD { return 1 }
return 10
}
function names(a: string, b: string, c: string) -> []string {
let k = new []string
push(k, a)
push(k, b)
push(k, c)
return k
}
function fresh() -> void {
let r = new PackRules
r.stack_limit = fn limit
inv_bind(r)
inv_config(names("wood", "rod", "fish"))
inv_reset()
}
function changes() -> []ItemChanged { return q_drain(inv_changes()) }
function waiting() -> int { return q_len(inv_changes()) }
test "add puts in what fits and says how many" {
fresh()
expect_eq(inv_add(WOOD, 7), 7)
expect_eq(inv_add(WOOD, 7), 3)
expect_eq(inv_count(WOOD), 10)
expect_eq(inv_room(WOOD), 0)
expect_eq(inv_add(ROD, 2), 1)
expect_eq(inv_total(), 11)
}
test "take is all or none" {
fresh()
inv_add(FISH, 3)
expect(not inv_take(FISH, 4))
expect_eq(inv_count(FISH), 3)
expect(inv_take(FISH, 3))
expect(not inv_has(FISH, 1))
}
test "set goes past the room, never below zero" {
fresh()
inv_set(ROD, 3)
expect_eq(inv_count(ROD), 3)
expect_eq(inv_room(ROD), 0)
inv_set(ROD, -2)
expect_eq(inv_count(ROD), 0)
}
test "every change is a fact, and no change is not" {
fresh()
inv_add(WOOD, 2)
inv_take(WOOD, 1)
inv_set(WOOD, 1)
let cs = changes()
expect_eq(len(cs), 2)
expect_eq(cs[0].after, 2)
expect_eq(cs[1].before, 2)
expect_eq(cs[1].after, 1)
expect_eq(waiting(), 0)
}
test "an item out of range is nothing" {
fresh()
expect_eq(inv_add(9, 1), 0)
expect_eq(inv_count(-1), 0)
expect(not inv_take(9, 0))
}
test "the save is by name, so a reordered table still reads it" {
fresh()
inv_add(WOOD, 4)
inv_add(FISH, 2)
let root = save_tree()
save_section(root, "inventory", 1, inv_save())
let text = save_encode(root)
inv_config(names("fish", "bait", "wood"))
let n = load_section(save_decode(text), "inventory")
inv_load(n.data, n.version)
expect_eq(inv_count(0), 2)
expect_eq(inv_count(1), 0)
expect_eq(inv_count(2), 4)
}
}

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# verbs.ludic - the only way a count changes, and each change is said once
function iv_change(it: int, after: int) -> void {
let before = iv_counts[it]
if before == after { return }
iv_counts[it] = after
let c = new ItemChanged
c.item = it
c.before = before
c.after = after
q_push(inv_changes(), c)
}
# as many of n as there is room for; returns how many went in
export function inv_add(it: int, n: int) -> int {
if not iv_valid(it) or n <= 0 { return 0 }
let k = Math.min(n, inv_room(it))
if k > 0 { iv_change(it, iv_counts[it] + k) }
return k
}
# all n or none
export function inv_take(it: int, n: int) -> bool {
if not iv_valid(it) or iv_counts[it] < n { return false }
if n > 0 { iv_change(it, iv_counts[it] - n) }
return true
}
# a count outright, room or not (a starting kit, a correction, the network's word); never below 0
export function inv_set(it: int, n: int) -> void {
if not iv_valid(it) { return }
iv_change(it, Math.max(n, 0))
}
# everything gone, silently: a new trip, or before a load
export function inv_clear() -> void {
iv_counts = new []int
for i in 0 .. inv_kinds() { push(iv_counts, 0) }
}

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# ludic.wallet
Money carried, in whole units: earned, spent only when it is there, lost when a cost happens
anyway, and every change reported. Uses [`ludic.base`](../ludic.base/README.md) and nothing
else. Prices, reputation and what a thing costs are the game's; the wallet only holds the money.
```ludic
import "ludic.wallet"
```
No ports: the wallet asks the world nothing.
## API
| | |
| --- | --- |
| `wallet_money()`, `wallet_can(n)` | what is there, and whether `n` is |
| `wallet_earn(n)` | add |
| `wallet_spend(n) -> bool` | only what is there: false, and nothing spent, when it is not |
| `wallet_lose(n)` | a cost that happens whether or not it can be paid (a rescue); never below zero |
| `wallet_set(n)` | exactly `n` (a starting purse, a correction, the network's word) |
| `wallet_changes() -> Queue<MoneyChanged>` | the facts: `{ before, after }`, one per change |
| `wallet_system() -> System` | `"wallet"`, `PH_COMMIT`: reset, and its save section (`wallet_save`, `wallet_load`) |
## Tests
```bash
ludic build packages/ludic.wallet/tests/wallet_test.ludic --headless -o /tmp/wallet_test && /tmp/wallet_test
```

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# ludic.wallet - one purse of whole money: verbs to earn, spend (only what is there) and lose (a
# cost that happens anyway), a MoneyChanged fact per change, and its own save section
module ludic_wallet
numbers float
import "ludic.base"
import "wallet.ludic"

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# ludic.wallet - money carried: earned, spent, lost, and every change a fact. Uses ludic.base and
# nothing else. See README.md.
package "ludic.wallet"
version "0.1.0"
kind source

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# wallet_test.ludic - earn, spend only what is there, lose down to zero, a fact per change, and
# its own save section
import "ludic.wallet"
import "ludic.base"
program WalletTest {
numbers float
function changes() -> []MoneyChanged { return q_drain(wallet_changes()) }
function waiting() -> int { return q_len(wallet_changes()) }
test "earning and spending move the purse, and each says so" {
wallet_reset()
wallet_earn(40)
expect(wallet_spend(15))
expect_eq(wallet_money(), 25)
let cs = changes()
expect_eq(len(cs), 2)
expect_eq(cs[0].after, 40)
expect_eq(cs[1].before, 40)
expect_eq(cs[1].after, 25)
}
test "a spend past what is there is refused and changes nothing" {
wallet_reset()
wallet_set(10)
changes()
expect(not wallet_spend(11))
expect_eq(wallet_money(), 10)
expect_eq(waiting(), 0)
expect(wallet_can(10))
expect(not wallet_can(11))
}
test "a loss happens anyway, but never below zero" {
wallet_reset()
wallet_set(7)
wallet_lose(20)
expect_eq(wallet_money(), 0)
}
test "setting what is already there is no change" {
wallet_reset()
wallet_set(5)
changes()
wallet_set(5)
expect_eq(waiting(), 0)
}
test "a save section reads back the same purse" {
wallet_reset()
wallet_set(123)
let root = save_tree()
save_section(root, "wallet", 1, wallet_save())
let text = save_encode(root)
wallet_reset()
let n = load_section(save_decode(text), "wallet")
wallet_load(n.data, n.version)
expect_eq(wallet_money(), 123)
}
}

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# wallet.ludic - the purse, its verbs, its facts and its save section
export property MoneyChanged {
before: int = 0
after: int = 0
}
var wl_money: int = 0
var wl_changes: Queue<MoneyChanged> = null
export function wallet_changes() -> Queue<MoneyChanged> {
if wl_changes == null { wl_changes = queue_new("wallet.changes") }
return wl_changes
}
export function wallet_money() -> int { return wl_money }
export function wallet_can(n: int) -> bool { return wl_money >= n }
# the purse holds exactly n (a starting purse, a correction, the network's word)
export function wallet_set(n: int) -> void {
if n == wl_money { return }
let c = new MoneyChanged
c.before = wl_money
c.after = n
wl_money = n
q_push(wallet_changes(), c)
}
export function wallet_earn(n: int) -> void { wallet_set(wl_money + n) }
# only what is there: false, and nothing spent, when it is not
export function wallet_spend(n: int) -> bool {
if n > wl_money { return false }
wallet_set(wl_money - n)
return true
}
# a cost that happens whether or not it can be paid (a rescue, a fine); never below zero
export function wallet_lose(n: int) -> void { wallet_set(Math.max(wl_money - n, 0)) }
export function wallet_reset() -> void {
wl_money = 0
q_clear(wallet_changes())
}
export function wallet_save() -> Val {
let v = Value.object()
sv_put_int(v, "money", wl_money)
return v
}
export function wallet_load(v: Val, version: int) -> void {
wl_money = sv_int(v, "money", 0)
q_clear(wallet_changes())
}
export function wallet_system() -> System {
let s = system_new("wallet", PH_COMMIT)
s.reset = fn wallet_reset
s.save = fn wallet_save
s.load = fn wallet_load
return s
}