ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v), q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)). ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no longer uses, nor anything it calls, and the argument that fills it - including an argument for a parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| .. | ||
| tests | ||
| index.ludic | ||
| package.ludic | ||
| README.md | ||
| state.ludic | ||
| system.ludic | ||
| verbs.ludic | ||
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 and nothing else.
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
export port PackRules {
stack_limit: fn(int) -> int = ... # how many of a kind fit (unbound: no limit)
}
The game fills it once, where it is put together: bind PackRules { stack_limit: fn gear_stack }.
API
bind PackRules { ... }, inv_config(keys) |
the port (a declaration), 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<ItemChanged> |
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
ludic build packages/ludic.inventory/tests/inventory_test.ludic --headless -o /tmp/inventory_test && /tmp/inventory_test