feat(packages): ludic.gear - kinds of kit with tiers bought flat through a purse port once the standing is there, the kind's item following, per-tier values and mults, stack limits, the hand and charges that burn by the game hour, facts for a tier bought and a charge run out, a save section by key

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 07:45:29 +03:00
parent 79ed7a335b
commit cc930a114f
11 changed files with 569 additions and 0 deletions

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# tiers.ludic - what is owned and what a tier is worth
export function gear_ok(k: int) -> bool { return k >= 0 and k < GEAR_COUNT }
export function gear_level(k: int) -> int {
gear__ensure()
return gear__lv[k]
}
# outright: staging, a test, a camera handed over with the trip
export function gear_set_level(k: int, lv: int) -> void {
gear__ensure()
gear__lv[k] = lv
}
export function gear_owned(k: int) -> bool { return gear_level(k) > 0 }
export function gear_best(k: int) -> bool { return gear_level(k) >= GearKinds[k].tiers }
# a tier's name, "" for none
export function gear_level_name(k: int, lv: int) -> string {
if lv <= 0 or lv > GearKinds[k].tiers { return "" }
return GearKinds[k].names[lv - 1]
}
# the tier on offer next: its name, cost and the standing it wants
export function gear_next_name(k: int) -> string { return gear_level_name(k, gear_level(k) + 1) }
export function gear_next_cost(k: int) -> int {
if gear_best(k) { return 0 }
return GearKinds[k].cost[gear_level(k)]
}
export function gear_next_rep(k: int) -> int {
if gear_best(k) { return 0 }
return GearKinds[k].rep[gear_level(k)]
}
function gear__pick(xs: []float, lv: int, fallback: float) -> float {
if xs == null or len(xs) == 0 { return fallback }
if lv >= len(xs) { return xs[len(xs) - 1] }
if lv < 0 { return xs[0] }
return xs[lv]
}
# the kind's own number at its level (1.0 when it has none)
export function gear_mult(k: int) -> float { return gear__pick(GearKinds[k].mult, gear_level(k), 1.0) }
# a value its kind's tier decides
export function gear_value(v: int) -> float {
let d = GearValues[v]
return gear__pick(d.at, gear_level(d.gear), 0.0)
}
# the room for a thing whose base stack is `base`, scaled: a single thing stays single, and a
# stack never falls below one
export function gear_stack_limit(base: int, mult: float) -> int {
if base <= 1 { return base }
let s = int(float(base) * mult)
if s < 1 { return 1 }
return s
}
# the kinds a vendor sells (-1 every vendor), leaving out what the game hides
export function gear_kinds_at(vendor: int) -> []int {
let out = new []int
for k in 0 .. GEAR_COUNT {
if vendor >= 0 and GearKinds[k].vendor != vendor { continue }
if GearWorld.hidden(k) { continue }
push(out, k)
}
return out
}