ludic/packages/ludic.inventory
Orkuncakilkaya 63e29f024c refactor(packages): the mechanic packages use ludic_base only, and ask through ports
ludic.clock, .effects, .inventory, .wallet, .weather and .tracks say
'uses ludic_base' (ludic.base uses nothing). ClockWorld, PackRules,
WeatherWorld and TracksWorld are export ports whose defaults are the old
fallbacks; clock_bind, inv_bind, weather_bind and tracks_bind are gone,
and the tests bind their fakes. The base README's toy does the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:36:11 +03:00
..
tests refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
index.ludic refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
package.ludic feat(ludic.inventory, ludic.wallet): the pack and the purse as mechanic packages 2026-09-25 04:29:17 +03:00
README.md refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
state.ludic refactor(packages): the mechanic packages use ludic_base only, and ask through ports 2026-09-25 05:36:11 +03:00
system.ludic feat(ludic.inventory, ludic.wallet): the pack and the purse as mechanic packages 2026-09-25 04:29:17 +03:00
verbs.ludic feat(ludic.inventory, ludic.wallet): the pack and the purse as mechanic packages 2026-09-25 04:29:17 +03:00

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

export port PackRules {
  stack_limit: fn(int) -> int = ...   # how many of a kind fit (unbound: no limit)
}

The game fills it once, where it is put together: bind PackRules { stack_limit: fn gear_stack }.

API

bind PackRules { ... }, inv_config(keys) the port (a declaration), 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