ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
A recipe is `def CraftRecipes key { out, n, ins: [...], ns: [...], station, minutes, hold,
group, learned }`. The pack is the CraftPack port (count, take, add, room, and `leaves`: what
an item leaves once used, so water gives back its bottle); stations are CraftStations (ready,
start), unbound meaning hands only. craft_make hands a click recipe over or starts a timed one
at its station, refunding when the station refuses; the hold runs from the screen that shows it.
Uses ludic.base only; ten tests with a fake pack and fake stations.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>