ludic.inventory: counts per item kind, a PackRules port (stack_limit), add what fits / take all or none / set outright, an ItemChanged queue, and a save section keyed by item NAME so a game can reorder its items with no migration. ludic.wallet: earn, spend only what is there, lose down to zero, set, a MoneyChanged queue and its own save section. Six and five test blocks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
949 B
Text
32 lines
949 B
Text
# system.ludic - the pack as a system: reset and its own save section, each count under its
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# kind's name, so kinds can be added or reordered without a migration
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export function inv_reset() -> void {
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inv_clear()
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q_clear(inv_changes())
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}
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export function inv_save() -> Val {
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let counts = Value.object()
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for i in 0 .. inv_kinds() {
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if iv_counts[i] != 0 { sv_put_int(counts, iv_keys[i], iv_counts[i]) }
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}
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let v = Value.object()
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Value.put(v, "counts", counts)
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return v
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}
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# a name this build does not know is dropped
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export function inv_load(v: Val, version: int) -> void {
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inv_clear()
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if Value.has(v, "counts") == 0 { return }
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let counts = Value.get(v, "counts")
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for i in 0 .. inv_kinds() { iv_counts[i] = Math.max(sv_int(counts, iv_keys[i], 0), 0) }
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}
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export function inv_system() -> System {
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let s = system_new("inventory", PH_COMMIT)
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s.reset = fn inv_reset
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s.save = fn inv_save
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s.load = fn inv_load
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return s
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}
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