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>