ludic.clock, .effects, .inventory, .wallet, .weather and .tracks say 'uses ludic_base' (ludic.base uses nothing). ClockWorld, PackRules, WeatherWorld and TracksWorld are export ports whose defaults are the old fallbacks; clock_bind, inv_bind, weather_bind and tracks_bind are gone, and the tests bind their fakes. The base README's toy does the same. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
59 lines
1.5 KiB
Text
59 lines
1.5 KiB
Text
# state.ludic - the pack's port, its facts, and its counts
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# what the pack asks the game: how many of a kind fit (unbound: no limit)
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export port PackRules {
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stack_limit: fn(int) -> int = fn iv_no_limit
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}
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function iv_no_limit(it: int) -> int { return 2147483647 }
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# a count changed, however: added, taken, or set outright
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export property ItemChanged {
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item: int = 0
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before: int = 0
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after: int = 0
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}
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var iv_keys: []string = null
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var iv_counts: []int = null
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var iv_changes: Queue<ItemChanged> = null
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# the kinds, by the name each is saved under; the pack starts empty
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export function inv_config(keys: []string) -> void {
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iv_keys = keys
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inv_clear()
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}
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export function inv_changes() -> Queue<ItemChanged> {
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if iv_changes == null { iv_changes = queue_new("inventory.changes") }
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return iv_changes
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}
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function iv_valid(it: int) -> bool { return iv_counts != null and it >= 0 and it < len(iv_counts) }
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export function inv_kinds() -> int {
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if iv_keys == null { return 0 }
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return len(iv_keys)
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}
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export function inv_count(it: int) -> int {
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if not iv_valid(it) { return 0 }
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return iv_counts[it]
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}
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export function inv_limit(it: int) -> int {
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return PackRules.stack_limit(it)
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}
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# how many more fit
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export function inv_room(it: int) -> int {
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if not iv_valid(it) { return 0 }
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return Math.max(inv_limit(it) - iv_counts[it], 0)
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}
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export function inv_has(it: int, n: int) -> bool { return inv_count(it) >= n }
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export function inv_total() -> int {
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var t = 0
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if iv_counts == null { return 0 }
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for i in 0 .. len(iv_counts) { t += iv_counts[i] }
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return t
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}
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