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>
20 lines
956 B
Text
20 lines
956 B
Text
# ports.ludic - what crafting asks the game: the pack, and the stations
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# the pack. `leaves` is what an item leaves behind once used (water leaves its bottle), -1 nothing.
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export port CraftPack {
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count: fn(int) -> int
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take: fn(int, int) -> bool
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add: fn(int, int) -> int
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room: fn(int) -> int = fn craft_no_limit
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leaves: fn(int) -> int = fn craft_leaves_nothing
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}
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function craft_no_limit(it: int) -> int { return 2147483647 }
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function craft_leaves_nothing(it: int) -> int { return -1 }
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# the stations. Unbound, there are none: only the hands are ready, and nothing can be started.
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# `start(station, recipe)` puts a timed recipe in; false gives the makings back.
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export port CraftStations {
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ready: fn(int) -> bool = fn craft_hands_only
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start: fn(int, int) -> bool = fn craft_no_start
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}
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function craft_hands_only(station: int) -> bool { return station == CRAFT_HANDS }
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function craft_no_start(station: int, recipe: int) -> bool { return false }
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