# crafting.ludic — RPG Module C: a data-driven crafting registry (#59). # # Recipes are content, not code: register with Craft.recipe + Craft.ingredient, so a # game or mod adds crafting with zero code. Craft.make consumes ingredients from the # ludic.rpg Inventory and yields the output; every step is a veto-able event. import "ludic.rpg/inventory.ludic" const CRAFT_MAX: int = 128 const CRAFT_ING_MAX: int = 512 event cancellable CraftRequested { e: int = 0, recipe: int = 0 } event CraftCompleted { e: int = 0, recipe: int = 0 } # Craft.recipe(name, out_item, out_qty) — declare a recipe; returns its id. @Namespace(Craft) function craft_recipe(rpg_st: mut RpgState, name: pointer, out_item: pointer, out_qty: int) -> int { if rpg_st.recipe_n >= CRAFT_MAX { return -1 } let id = rpg_st.recipe_n rpg_st.recipe_out[id] = out_item; rpg_st.recipe_outqty[id] = out_qty rpg_st.recipe_n += 1 Dict.set(rpg_st.recipe_reg, name, id) return id } @Namespace(Craft) function craft_id(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.recipe_reg, name, -1) } # Craft.ingredient(recipe_name, item, qty) — add an ingredient requirement. @Namespace(Craft) function craft_ingredient(rpg_st: mut RpgState, recipe_name: pointer, item: pointer, qty: int) -> void { let rid = craft_id(rpg_st, recipe_name) if rid < 0 { return } if rpg_st.ing_n >= CRAFT_ING_MAX { return } rpg_st.ing_rid[rpg_st.ing_n] = rid; rpg_st.ing_name[rpg_st.ing_n] = item; rpg_st.ing_qty[rpg_st.ing_n] = qty rpg_st.ing_n += 1 } # Craft.can(e, recipe_name) — does the owner hold every ingredient? @Namespace(Craft) function craft_can(rpg_st: mut RpgState, e: int, recipe_name: pointer) -> int { let rid = craft_id(rpg_st, recipe_name) if rid < 0 { return 0 } var i = 0 while i < rpg_st.ing_n { if rpg_st.ing_rid[i] == rid { if Inventory.count(e, rpg_st.ing_name[i]) < rpg_st.ing_qty[i] { return 0 } } i += 1 } return 1 } # Craft.make(e, recipe_name) — consume ingredients + produce output; 1 on success. @Namespace(Craft) function craft_make(rpg_st: mut RpgState, e: int, recipe_name: pointer) -> int { let rid = craft_id(rpg_st, recipe_name) if rid < 0 { return 0 } if craft_can(rpg_st, e, recipe_name) == 0 { return 0 } if emit CraftRequested(e: e, recipe: rid) != 0 { return 0 } var i = 0 while i < rpg_st.ing_n { if rpg_st.ing_rid[i] == rid { Inventory.remove(e, rpg_st.ing_name[i], rpg_st.ing_qty[i]) } i += 1 } Inventory.add(e, rpg_st.recipe_out[rid], rpg_st.recipe_outqty[rid]) emit CraftCompleted(e: e, recipe: rid) return 1 }