ludic/packages/ludic.inventory/system.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

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# system.ludic - the pack as a system: reset and its own save section, each count under its
# kind's name, so kinds can be added or reordered without a migration
export function inv_reset(base_st: mut BaseState, inventory_st: mut InventoryState) -> void {
inv_clear(inventory_st)
q_clear(base_st, inv_changes(base_st, inventory_st))
}
export function inv_save(inventory_st: InventoryState) -> Val {
let counts = Value.object()
for i in 0 .. inv_kinds(inventory_st) {
if inventory_st.iv_counts[i] != 0 { sv_put_int(counts, inventory_st.iv_keys[i], inventory_st.iv_counts[i]) }
}
let v = Value.object()
Value.put(v, "counts", counts)
return v
}
# a name this build does not know is dropped
export function inv_load(inventory_st: mut InventoryState, v: Val, version: int) -> void {
inv_clear(inventory_st)
if Value.has(v, "counts") == 0 { return }
let counts = Value.get(v, "counts")
for i in 0 .. inv_kinds(inventory_st) { inventory_st.iv_counts[i] = Math.max(sv_int(counts, inventory_st.iv_keys[i], 0), 0) }
}
export function inv_system() -> System {
let s = system_new("inventory", PH_COMMIT)
s.reset = fn inv_reset
s.save = fn inv_save
s.load = fn inv_load
return s
}