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authorNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2020-12-22 05:28:39 +0100
committerNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2020-12-22 05:28:39 +0100
commit85b221d2ea434a203d87965a5acd2997fa68bcbd (patch)
tree65b5ba0b18ac42ca08259e69dbb030ecd6c5859e /content/learn/08.collections/default.md
parentd0d6117176d68b2345d36e81ccdaa447e9caa724 (diff)
Got most of the things updated.
Still need to fix the links and some categories are in the wrong order.
Diffstat (limited to 'content/learn/08.collections/default.md')
-rw-r--r--content/learn/08.collections/default.md696
1 files changed, 347 insertions, 349 deletions
diff --git a/content/learn/08.collections/default.md b/content/learn/08.collections/default.md
index b4bae98..34310f3 100644
--- a/content/learn/08.collections/default.md
+++ b/content/learn/08.collections/default.md
@@ -20,56 +20,57 @@ There are [quite a few computations](/fate_v1/computations/collections) and
collections.
Let's add a new file, `smithy_inventory.fate`:
- (fate_version 1)
-
- (require data.fate)
-
- (global (list (cons weapon int)) smithy_weapons)
- (global (list (cons weapon int)) smithy_armors)
-
- (add!
- (cons
- (set_fields (default weapon)
- (name (text An Iron Rod))
- (attack 10)
- (precision 70)
- )
- 176
- )
- smithy_weapons
- )
- (add!
- (cons
- (set_fields (default weapon)
- (name (text A Magnificient Brick))
- (attack 6)
- (precision 90)
- )
- 110
- )
- smithy_weapons
- )
-
- (add!
- (cons
- (set_fields (default armor)
- (name (text A raincoat?!))
- (defense 7)
- )
- 160
- )
- smithy_armors
- )
- (add!
- (cons
- (set_fields (default armor)
- (name (text A nice cape))
- (defense 3)
- )
- 50
- )
- smithy_armors
- )
+{{< fatecode >}}(fate_version 1)
+
+(require data.fate)
+
+(global (list (cons weapon int)) smithy_weapons)
+(global (list (cons weapon int)) smithy_armors)
+
+(add!
+ (cons
+ (set_fields (default weapon)
+ (name (text An Iron Rod))
+ (attack 10)
+ (precision 70)
+ )
+ 176
+ )
+ smithy_weapons
+)
+(add!
+ (cons
+ (set_fields (default weapon)
+ (name (text A Magnificient Brick))
+ (attack 6)
+ (precision 90)
+ )
+ 110
+ )
+ smithy_weapons
+)
+
+(add!
+ (cons
+ (set_fields (default armor)
+ (name (text A raincoat?!))
+ (defense 7)
+ )
+ 160
+ )
+ smithy_armors
+)
+(add!
+ (cons
+ (set_fields (default armor)
+ (name (text A nice cape))
+ (defense 3)
+ )
+ 50
+ )
+ smithy_armors
+)
+{{< /fatecode >}}
We'll also need the actual smithy scene, so let's put in another file,
`smithy.fate`.
@@ -78,155 +79,155 @@ We'll also need the actual smithy scene, so let's put in another file,
going to introduce a lot of things to make it *much*, *much* easier to write.
**smithy.fate:**
-
- (fate_version 1)
-
- (require smithy_inventory.fate)
-
- (define_sequence visit_smithy ()
- ;; This thing is going to show up every time, which isn't great.
- As you approach the smithy, you notice that no one's there. All the
- wares are out for selling. It's almost as if this story didn't need
- more examples of lengthy dialogues.
- (newline)
- ;; We'll want to start here the next time we enter this sequence.
- You have (var hero.money) coins.
- (newline)
- What will you look at?
- (player_choice
- (
- ( Let's see the weapons )
- (jump_to see_weapons)
- )
- (
- ( Let's see the armors )
- (jump_to see_armors)
- )
- (
- ( Nothing, let's go back to the bar )
- )
- )
- )
-
- (define_sequence see_weapons ()
- ;; We'll soon replace this mess with something way better.
-
- (local text weapon_a_label)
- (local text weapon_b_label)
-
- (visit get_weapon_label
- (access smithy_weapons 0)
- (ptr weapon_a_label)
- )
- (visit get_weapon_label
- (access smithy_weapons 1)
- (ptr weapon_b_label)
- )
-
- (player_choice
- (
- ( (var weapon_a_label) )
- (visit buy_weapon (access smithy_weapons 0))
- (jump_to visit_smithy)
- )
- (
- ( (var weapon_a_label) )
- (visit buy_weapon (access smithy_weapons 1))
- (jump_to visit_smithy)
- )
- (
- ( Nevermind )
- (jump_to visit_smithy)
- )
- )
- )
-
- (define_sequence see_armors ()
- ;; We'll soon replace this mess with something way better.
-
- (local text armor_a_label)
- (local text armor_b_label)
-
- (visit get_armor_label
- (access smithy_armors 0)
- (ptr armor_a_label)
- )
- (visit get_armor_label
- (access smithy_armors 1)
- (ptr armor_b_label)
- )
-
- (player_choice
- (
- ( (var armor_a_label) )
- (visit buy_armor (access smithy_armors 0))
- (jump_to visit_smithy)
- )
- (
- ( (var armor_a_label) )
- (visit buy_armor (access smithy_armors 1))
- (jump_to visit_smithy)
- )
- (
- ( Nevermind )
- (jump_to visit_smithy)
- )
- )
- )
-
- ;; A terrible way to get labels
- (define_sequence get_weapon_label
- (
- ((cons weapon int) weapon_offer)
- ((ptr text) label)
- )
- (local weapon weapon)
- (local int price)
-
- (set weapon (car weapon_offer))
- (set price (cdr weapon_offer))
-
- (set (at label)
- (
- Buy "(var weapon.name)" \(attack: (var weapon.attack),
- precision: (var weapon.precision)\) for (var price) coins.
- )
- )
- )
-
- ;; A terrible way to get labels
- (define_sequence get_armor_label
- (
- ((cons armor int) armor_offer)
- ((ptr text) label)
- )
- (local armor armor)
- (local int price)
-
- (set armor (car armor_offer))
- (set price (cdr armor_offer))
-
- (set (at label)
- (
- Buy "(var armor.name)" \(defense: (var armor.defense)\),
- for (var price) coins.
- )
- )
- )
-
- (define_sequence buy_weapon ( ((cons weapon int) weapon) )
- ;; We can't even deny a sell yet...
- (set hero.weapon (car weapon))
- Equipped (var hero.weapon.name).
- (newline)
- )
-
- (define_sequence buy_armor ( ((cons armor int) armor) )
- ;; We can't even deny a sell yet...
- (set hero.armor (car armor))
- Equipped (var hero.armor.name).
- (newline)
- )
+{{< fatecode >}}(fate_version 1)
+
+(require smithy_inventory.fate)
+
+(define_sequence visit_smithy ()
+ ;; This thing is going to show up every time, which isn't great.
+ As you approach the smithy, you notice that no one's there. All the wares
+ are out for selling. It's almost as if this story didn't need more examples
+ of lengthy dialogues.
+ (newline)
+ ;; We'll want to start here the next time we enter this sequence.
+ You have (var hero.money) coins.
+ (newline)
+ What will you look at?
+ (player_choice
+ (
+ ( Let's see the weapons )
+ (jump_to see_weapons)
+ )
+ (
+ ( Let's see the armors )
+ (jump_to see_armors)
+ )
+ (
+ ( Nothing, let's go back to the bar )
+ )
+ )
+)
+
+(define_sequence see_weapons ()
+ ;; We'll soon replace this mess with something way better.
+
+ (local text weapon_a_label)
+ (local text weapon_b_label)
+
+ (visit get_weapon_label
+ (access smithy_weapons 0)
+ (ptr weapon_a_label)
+ )
+ (visit get_weapon_label
+ (access smithy_weapons 1)
+ (ptr weapon_b_label)
+ )
+
+ (player_choice
+ (
+ ( (var weapon_a_label) )
+ (visit buy_weapon (access smithy_weapons 0))
+ (jump_to visit_smithy)
+ )
+ (
+ ( (var weapon_a_label) )
+ (visit buy_weapon (access smithy_weapons 1))
+ (jump_to visit_smithy)
+ )
+ (
+ ( Nevermind )
+ (jump_to visit_smithy)
+ )
+ )
+)
+
+(define_sequence see_armors ()
+ ;; We'll soon replace this mess with something way better.
+
+ (local text armor_a_label)
+ (local text armor_b_label)
+
+ (visit get_armor_label
+ (access smithy_armors 0)
+ (ptr armor_a_label)
+ )
+ (visit get_armor_label
+ (access smithy_armors 1)
+ (ptr armor_b_label)
+ )
+
+ (player_choice
+ (
+ ( (var armor_a_label) )
+ (visit buy_armor (access smithy_armors 0))
+ (jump_to visit_smithy)
+ )
+ (
+ ( (var armor_a_label) )
+ (visit buy_armor (access smithy_armors 1))
+ (jump_to visit_smithy)
+ )
+ (
+ ( Nevermind )
+ (jump_to visit_smithy)
+ )
+ )
+)
+
+;; A terrible way to get labels
+(define_sequence get_weapon_label
+ (
+ ((cons weapon int) weapon_offer)
+ ((ptr text) label)
+ )
+ (local weapon weapon)
+ (local int price)
+
+ (set weapon (car weapon_offer))
+ (set price (cdr weapon_offer))
+
+ (set (at label)
+ (
+ Buy "(var weapon.name)" \(attack: (var weapon.attack),
+ precision: (var weapon.precision)\) for (var price) coins.
+ )
+ )
+)
+
+;; A terrible way to get labels
+(define_sequence get_armor_label
+ (
+ ((cons armor int) armor_offer)
+ ((ptr text) label)
+ )
+ (local armor armor)
+ (local int price)
+
+ (set armor (car armor_offer))
+ (set price (cdr armor_offer))
+
+ (set (at label)
+ (
+ Buy "(var armor.name)" \(defense: (var armor.defense)\),
+ for (var price) coins.
+ )
+ )
+)
+
+(define_sequence buy_weapon ( ((cons weapon int) weapon) )
+ ;; We can't even deny a sell yet...
+ (set hero.weapon (car weapon))
+ Equipped (var hero.weapon.name).
+ (newline)
+)
+
+(define_sequence buy_armor ( ((cons armor int) armor) )
+ ;; We can't even deny a sell yet...
+ (set hero.armor (car armor))
+ Equipped (var hero.armor.name).
+ (newline)
+)
+{{< /fatecode >}}
* `(list (cons weapon int))` indicates a list of `weapon` and `int` pairs.
* `(add! something smithy_weapons)` adds `something` to the `smithy_weapons`
@@ -246,163 +247,160 @@ start with the least expected one: [lambda functions](/learn/lambdas).
## Unchanged Files
**data.fate:**
-
- (fate_version 1)
-
- (declare_structure weapon
- (text name)
- (int attack)
- (int precision)
- )
-
- (declare_structure armor
- (text name)
- (int defense)
- )
-
- (declare_structure character
- (string name)
- (int money)
- (weapon weapon)
- (armor armor)
- )
-
- (global character hero)
-
- (set_fields! hero.weapon
- (name (text "Legendary" sword))
- (attack 3)
- (precision 50)
- )
-
- (set_fields! hero.armor
- (name (text "Refined" attire))
- (defense 1)
- )
-
- (set hero.money 42)
+{{< fatecode >}}(fate_version 1)
+
+(declare_structure weapon
+ (text name)
+ (int attack)
+ (int precision)
+)
+
+(declare_structure armor
+ (text name)
+ (int defense)
+)
+
+(declare_structure character
+ (string name)
+ (int money)
+ (weapon weapon)
+ (armor armor)
+)
+
+(global character hero)
+
+(set_fields! hero.weapon
+ (name (text "Legendary" sword))
+ (attack 3)
+ (precision 50)
+)
+
+(set_fields! hero.armor
+ (name (text "Refined" attire))
+ (defense 1)
+)
+
+(set hero.money 42)
+{{< /fatecode >}}
**get_a_refill.fate:**
-
- (fate_version 1)
-
- (require data.fate)
- (require actions.fate)
-
- (define_sequence lower_price_of_booze
- (
- ((ptr int) price_pointer)
- (int decrease)
- )
- Great! The price of booze just lowered from (at price_pointer)
- (set (at price_pointer)
- (-
- (at price_pointer)
- (var decrease)
- )
- )
- to (at price_pointer)!
- )
-
- (define_sequence get_a_refill ()
- (local int price_of_booze)
-
- (set price_of_booze 12)
-
- Staring straight at the barman, you raise your glass and proclaim:
- (newline)
- "This soon-to-be world savior needs more booze!"
- (newline)
- The barman's lack of reaction is disappointing, but seeing the beer
- being poured does help improve the mood.
- (newline)
- Satisfied, you hand the barman (var price_of_booze) copper coins.
- (visit pay (var price_of_booze))
- (newline)
- The barman sighs, then asks:
- (prompt_string (ptr hero.name) 2 64 What is your name, then, hero?)
- (var hero.name)?
- (newline)
- The barman looks surprised.
- (newline)
- (visit lower_price_of_booze (ptr price_of_booze) 4)
- (newline)
- "I have heard of you, (var hero.name)," the barman exclaims, "I have
- a quest for you!"
- (newline)
- It's your turn to sigh.
- (newline)
- The barman hands you a bag, and says:
- (newline)
- "Take this pre-payment and head to the smithy."
- (newline)
- )
+{{< fatecode >}}(fate_version 1)
+
+(require data.fate)
+(require actions.fate)
+
+(define_sequence lower_price_of_booze
+ (
+ ((ptr int) price_pointer)
+ (int decrease)
+ )
+ Great! The price of booze just lowered from (at price_pointer)
+ (set (at price_pointer)
+ (-
+ (at price_pointer)
+ (var decrease)
+ )
+ )
+ to (at price_pointer)!
+)
+
+(define_sequence get_a_refill ()
+ (local int price_of_booze)
+
+ (set price_of_booze 12)
+
+ Staring straight at the barman, you raise your glass and proclaim:
+ (newline)
+ "This soon-to-be world savior needs more booze!"
+ (newline)
+ The barman's lack of reaction is disappointing, but seeing the beer being
+ poured does help improve the mood.
+ (newline)
+ Satisfied, you hand the barman (var price_of_booze) copper coins.
+ (visit pay (var price_of_booze))
+ (newline)
+ The barman sighs, then asks:
+ (prompt_string (ptr hero.name) 2 64 What is your name, then, hero?)
+ (var hero.name)?
+ (newline)
+ The barman looks surprised.
+ (newline)
+ (visit lower_price_of_booze (ptr price_of_booze) 4)
+ (newline)
+ "I have heard of you, (var hero.name)," the barman exclaims, "I have a quest
+ for you!"
+ (newline)
+ It's your turn to sigh.
+ (newline)
+ The barman hands you a bag, and says:
+ (newline)
+ "Take this pre-payment and head to the smithy."
+ (newline)
+)
+{{< /fatecode >}}
**actions.fate:**
+{{< fatecode >}}(fate_version 1)
- (fate_version 1)
+(require data.fate)
- (require data.fate)
-
- (define_sequence pay ( (int cost) )
- (set hero_money
- (- (var hero.money) (var cost))
- )
- )
+(define_sequence pay ( (int cost) )
+ (set hero_money
+ (- (var hero.money) (var cost))
+ )
+)
+{{< /fatecode >}}
**falling_asleep.fate:**
-
- (fate_version 1)
-
- (require data.fate)
-
- (define_sequence fall_asleep ()
- Deciding to break away from the expected storyline, you promptly
- fall asleep.
- (newline)
- ...
- (newline)
- Upon waking up, your hard-trained reflexes inform you that someone
- stole all your money.
- (set hero.money 0)
- (newline)
- This set-back was more than you could take. You give up on this
- barely coherent story.
- (end)
- )
+{{< fatecode >}}(fate_version 1)
+
+(require data.fate)
+
+(define_sequence fall_asleep ()
+ Deciding to break away from the expected storyline, you promptly fall
+ asleep.
+ (newline)
+ ...
+ (newline)
+ Upon waking up, your hard-trained reflexes inform you that someone stole all
+ your money.
+ (set hero.money 0)
+ (newline)
+ This set-back was more than you could take. You give up on this barely
+ coherent story.
+ (end)
+)
+{{< /fatecode >}}
**main.fate:**
-
- (fate_version 1)
-
- Once upon a time, starting a story with these words wasn't considered
- a cliche. Starting in a tavern might also not be seen as very
- original. Having the main character be an street orphan, raised by
- some mysterious sage all to end up as a mercenary with an uncommonly
- strong sense of honor probably isn't going to lead to any praises for
- novelty either. Maybe you should drink to that.
- (newline)
- Or maybe you shouldn't. This isn't your first mug. Not your second
- either. Drinking to forget that you are a stereotypical hero isn't
- going to solve anything. Worse, the alcoholic trait is part of the
- image.
- (newline)
- As you contemplate your own pointless description, your gaze leaves
- what turns out to be an already empty glass in your hand and finds the
- barman.
-
- (player_choice
- (
- ( Ask the barman for a refill )
- (visit get_a_refill)
- )
- (
- ( Fall asleep )
- (jump_to fall_asleep)
- )
- )
-
- (require get_a_refill.fate)
- (require falling_asleep.fate)
-
- (end)
+{{< fatecode >}}(fate_version 1)
+
+Once upon a time, starting a story with these words wasn't considered a cliche.
+Starting in a tavern might also not be seen as very original. Having the main
+character be an street orphan, raised by some mysterious sage all to end up as
+a mercenary with an uncommonly strong sense of honor probably isn't going to
+lead to any praises for novelty either. Maybe you should drink to that.
+(newline)
+Or maybe you shouldn't. This isn't your first mug. Not your second either.
+Drinking to forget that you are a stereotypical hero isn't going to solve
+anything. Worse, the alcoholic trait is part of the image.
+(newline)
+As you contemplate your own pointless description, your gaze leaves what turns
+out to be an already empty glass in your hand and finds the barman.
+
+(player_choice
+ (
+ ( Ask the barman for a refill )
+ (visit get_a_refill)
+ )
+ (
+ ( Fall asleep )
+ (jump_to fall_asleep)
+ )
+)
+
+(require get_a_refill.fate)
+(require falling_asleep.fate)
+
+(end)
+{{< /fatecode >}}