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>
1.7 KiB
1.7 KiB
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
property PackRules {
stack_limit: fn(int) -> int # how many of a kind fit (unbound: no limit)
}
API
inv_bind(r), inv_config(keys) |
the port, 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