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>
101 lines
3.3 KiB
Text
101 lines
3.3 KiB
Text
# state.ludic - the ports, the data a game hands over, the numbers it may change, and the facts
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# the world a price depends on. Unbound: day one, no shortage, nobody buys beyond their list.
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export port ShopWorld {
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rep: fn() -> int # the player's standing, 0 to 100
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day: fn() -> int = fn shop_day_one # the game day; the demand turns with the week
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buy_mult: fn() -> float = fn shop_one # a shortage on everything bought
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also_buys: fn(int, int) -> bool = fn shop_never # (vendor, item) taken beyond the vendor's list
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}
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function shop_day_one() -> int { return 1 }
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function shop_one() -> float { return 1.0 }
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function shop_never(v: int, it: int) -> bool { return false }
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export port ShopPurse {
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money: fn() -> int
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spend: fn(int) -> bool
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earn: fn(int) -> void
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}
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export port ShopPack {
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count: fn(int) -> int
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take: fn(int, int) -> bool
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add: fn(int, int) -> int
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room: fn(int) -> int = fn shop_no_limit
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}
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function shop_no_limit(it: int) -> int { return 2147483647 }
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# one vendor's shelves: what it sells, what it buys, and one thing it will not take (-1: none)
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export property ShopVendor {
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stock: []int = null
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buys: []int = null
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refuses: int = -1
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}
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var shop_base: []int = null # an item's base price
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var shop_sell_frac: []float = null # what fraction of the curve a vendor pays for it
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var shop_vendor_list: []ShopVendor = null
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var shop_at: int = -1 # the vendor at the counter, -1 none
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# the curve: buying from `buy_new` of base at rep 0 down to `buy_best` at 100; selling the same way
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var shop_buy_new: float = 1.15
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var shop_buy_best: float = 0.92
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var shop_sell_new: float = 0.62
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var shop_sell_best: float = 0.85
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# the items: a base price and a sell fraction each (raw material pays less than something made)
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export function shop_config_items(prices: []int, sell: []float) -> void {
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shop_base = prices
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shop_sell_frac = sell
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}
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export function shop_config_curve(buy_new: float, buy_best: float, sell_new: float, sell_best: float) -> void {
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shop_buy_new = buy_new
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shop_buy_best = buy_best
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shop_sell_new = sell_new
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shop_sell_best = sell_best
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}
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export function shop_clear_vendors() -> void { shop_vendor_list = new []ShopVendor }
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# a vendor; its number is the order added
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export function shop_add_vendor(stock: []int, buys: []int, refuses: int) -> int {
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if shop_vendor_list == null { shop_clear_vendors() }
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let v = new ShopVendor
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v.stock = stock
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v.buys = buys
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v.refuses = refuses
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push(shop_vendor_list, v)
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return len(shop_vendor_list) - 1
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}
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export function shop_vendors() -> int {
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if shop_vendor_list == null { return 0 }
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return len(shop_vendor_list)
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}
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export function shop_items() -> int {
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if shop_base == null { return 0 }
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return len(shop_base)
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}
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export function shop_vendor_ok(v: int) -> bool { return v >= 0 and v < shop_vendors() }
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export function shop_item_ok(it: int) -> bool { return it >= 0 and it < shop_items() }
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export const SHOP_BOUGHT: int = 0
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export const SHOP_SOLD: int = 1
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# something changed hands: `n` of `item` at `price` each
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export property ShopTrade {
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what: int = 0
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vendor: int = -1
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item: int = 0
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n: int = 0
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price: int = 0
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}
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var shop_trade_q: Queue<ShopTrade> = null
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export function shop_trades() -> Queue<ShopTrade> {
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if shop_trade_q == null { shop_trade_q = queue_new("shop.trades") }
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return shop_trade_q
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}
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