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diff --git a/content/learn/08.collections/default.md b/content/learn/08.collections/default.md new file mode 100644 index 0000000..b4bae98 --- /dev/null +++ b/content/learn/08.collections/default.md @@ -0,0 +1,408 @@ +--- +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) |


