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authorNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2020-12-22 04:08:34 +0100
committerNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2020-12-22 04:08:34 +0100
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+---
+menuTitle: Collections
+title: "Collections"
+weight: 8
+---
+In [the previous step](/learn/structures), we added structures, which made
+having some amounts of data more manageable. Still, what about when we need to
+have hundreds of elements? Collections are here to manage that.
+
+Fate has three types of collections:
+* Sets, which only contain a single instance of each element, can only be used
+ to store elements of one of the comparable types (`string`, `text`, `int`,
+ `float`, `bool`) and pointers. The elements are automatically sorted in
+ ascending order.
+* Lists, which can be made for one of any type.
+* Cons, which are pairs of two elements of any types.
+
+There are [quite a few computations](/fate_v1/computations/collections) and
+[instructions](/fate_v1/instructions/collections) available to handle
+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
+ )
+
+We'll also need the actual smithy scene, so let's put in another file,
+`smithy.fate`.
+
+**NOTE:** Don't worry if it looks awful at the moment, the next chapters are
+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)
+ )
+
+* `(list (cons weapon int))` indicates a list of `weapon` and `int` pairs.
+* `(add! something smithy_weapons)` adds `something` to the `smithy_weapons`
+ collection. Without the `!`, this would be a computation returning a copy of
+ `smithy_weapons` with the added weapon, but no modification of the
+ `smithy_weapons` collection itself would occur.
+* `(cons something something_else)` creates a pair with these two elements.
+* `(car weapon_offer)` returns the first element of the `weapon_offer` pair.
+* `(cdr weapon_offer)` returns the second element of the `weapon_offer` pair.
+
+Overall, the `smithy.fate` file is a mess. Let's start cleaning it up. We'll
+use loops, conditionals, and lambda functions to make it much cleaner. Let's
+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)
+
+**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)
+ )
+
+**actions.fate:**
+
+ (fate_version 1)
+
+ (require data.fate)
+
+ (define_sequence pay ( (int cost) )
+ (set hero_money
+ (- (var hero.money) (var cost))
+ )
+ )
+
+**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)
+ )
+
+**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)