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>
10 lines
348 B
Text
10 lines
348 B
Text
# ludic.shop - the counter: items' base prices and vendors' shelves are the game's data, money and
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# the pack are asked through ports, and every sale or purchase is a fact
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module ludic_shop uses ludic_base
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numbers float
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import "ludic.base"
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import "state.ludic"
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import "demand.ludic"
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import "prices.ludic"
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import "trade.ludic"
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import "system.ludic"
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