# ludic.inventory A pack: a count per kind of item. The game names the kinds and says how many of each fit; the package keeps the counts, refuses what does not fit, and reports every change. Uses [`ludic.base`](../ludic.base/README.md) and nothing else. ```ludic import "ludic.inventory" ``` A kind is the game's number for an item (its place in the game's item table). The game hands the package each kind's NAME with `inv_config(keys)`, and the save is by name - `{"counts": {"wood": 3}}` - so a game can add, remove or reorder its items without a migration; a name the build no longer knows is dropped on load. ## The port ```ludic property PackRules { stack_limit: fn(int) -> int # how many of a kind fit (unbound: no limit) } ``` ## API | | | | --- | --- | | `inv_bind(r)`, `inv_config(keys)` | the port, and the kinds by name (the pack starts empty) | | `inv_add(it, n) -> int` | as many of `n` as there is room for; returns how many went in | | `inv_take(it, n) -> bool` | all `n` or none | | `inv_set(it, n)` | a count outright, room or not (a starting kit, a correction, the network's word); never below 0 | | `inv_clear()` | everything gone, silently | | `inv_count(it)`, `inv_has(it, n)`, `inv_room(it)`, `inv_limit(it)`, `inv_total()`, `inv_kinds()` | what the game asks; a kind out of range counts 0 and has no room | | `inv_changes() -> Queue` | the facts: `{ item, before, after }`, one per change, none for a no-op or a load | | `inv_system() -> System` | `"inventory"`, `PH_COMMIT`: reset, and its save section (`inv_save`, `inv_load`) | ## Tests ```bash ludic build packages/ludic.inventory/tests/inventory_test.ludic --headless -o /tmp/inventory_test && /tmp/inventory_test ```