ludic/packages/ludic.crafting/ports.ludic
Orkuncakilkaya 12cfcb10ac feat(packages): ludic.shop - prices by standing with the fountain guard, a weekly demand on its own dice, stock, buying and selling through purse and pack ports, a trade fact
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>
2026-09-25 06:44:44 +03:00

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