# verbs.ludic - the only way a count changes, and each change is said once function iv_change(inventory_st: mut InventoryState, it: int, after: int) -> void { let before = inventory_st.iv_counts[it] if before == after { return } inventory_st.iv_counts[it] = after let c = new ItemChanged c.item = it c.before = before c.after = after q_push(inv_changes(inventory_st), c) } # as many of n as there is room for; returns how many went in export function inv_add(inventory_st: mut InventoryState, it: int, n: int) -> int { if not iv_valid(inventory_st, it) or n <= 0 { return 0 } let k = Math.min(n, inv_room(inventory_st, it)) if k > 0 { iv_change(inventory_st, it, inventory_st.iv_counts[it] + k) } return k } # all n or none export function inv_take(inventory_st: mut InventoryState, it: int, n: int) -> bool { if not iv_valid(inventory_st, it) or inventory_st.iv_counts[it] < n { return false } if n > 0 { iv_change(inventory_st, it, inventory_st.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(inventory_st: mut InventoryState, it: int, n: int) -> void { if not iv_valid(inventory_st, it) { return } iv_change(inventory_st, it, Math.max(n, 0)) } # everything gone, silently: a new trip, or before a load export function inv_clear(inventory_st: mut InventoryState) -> void { inventory_st.iv_counts = new []int for i in 0 .. inv_kinds(inventory_st) { push(inventory_st.iv_counts, 0) } }