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Diffstat (limited to 'content/learn/09.lambdas/default.md')
| -rw-r--r-- | content/learn/09.lambdas/default.md | 183 |
1 files changed, 84 insertions, 99 deletions
diff --git a/content/learn/09.lambdas/default.md b/content/learn/09.lambdas/default.md index 91d5660..8119639 100644 --- a/content/learn/09.lambdas/default.md +++ b/content/learn/09.lambdas/default.md @@ -17,35 +17,36 @@ memory by itself, nor can it contain any instructions. (require smithy_inventory.fate) -(global (lambda text ((cons weapon int))) get_weapon_offer_label) -(global (lambda text ((cons armor int))) get_armor_offer_label) +;; Maybe it would be better to put this in a different file, but oh well... +(global (lambda text ((cons #weapon int))) get_weapon_offer_label) +(global (lambda text ((cons #armor int))) get_armor_offer_label) -(set get_weapon_offer_label +(set! get_weapon_offer_label (lambda - ( ((cons weapon int) offer) ) + ( ((cons #weapon int) offer) ) (let ( (weapon (car offer)) (price (cdr offer)) ) (text - Buy "(var weapon.name)" \(attack: (var weapon.attack), - precision: (var weapon.precision)\) for (var price) coins. + Buy "(var weapon.name)" (lp)attack: (var weapon.attack), + precision: (var weapon.precision)(rp) for (var price) coins. ) ) ) ) -(set get_armor_offer_label +(set! get_armor_offer_label (lambda - ( ((cons armor int) offer) ) + ( ((cons #armor int) offer) ) (let ( (armor (car offer)) (price (cdr offer)) ) (text - Buy "(var armor.name)" \(defense: (var armor.defense)\), + Buy "(var armor.name)" (lp)defense: (var armor.defense)(rp), for (var price) coins. ) ) @@ -62,71 +63,64 @@ memory by itself, nor can it contain any instructions. You have (var hero.money) coins. (newline) What will you look at? - (player_choice - ( - ( Let's see the weapons ) - (jump_to see_weapons) + (player_choice! + (option ( Let's see the weapons ) + (jump_to! see_weapons) ) - ( - ( Let's see the armors ) - (jump_to see_armors) + (option ( Let's see the armors ) + (jump_to! see_armors) ) - ( - ( Nothing, let's go back to the bar ) + (option ( Nothing, let's go back to the bar ) ) ) ) (define_sequence see_weapons () - ;; Still can be improved. - (player_choice - ( - ( (eval get_weapon_offer_label (access smithy_weapons 0)) ) - (visit buy_weapon (access smithy_weapons 0)) - (jump_to visit_smithy) + ;; We'll improve it further once we get to loops. + + (player_choice! + (option ( (eval get_weapon_offer_label smithy_weapons.0) ) + (visit! buy_weapon smithy_weapons.0) + (jump_to! visit_smithy) ) - ( - ( (eval get_weapon_offer_label (access smithy_weapons 1)) ) - (visit buy_weapon (access smithy_weapons 1)) - (jump_to visit_smithy) + (option ( (eval get_weapon_offer_label smithy_weapons.1) ) + (visit! buy_weapon smithy_weapons.1) + (jump_to! visit_smithy) ) - ( - ( Nevermind ) - (jump_to visit_smithy) + (option ( Nevermind ) + (jump_to! visit_smithy) ) ) ) (define_sequence see_armors () - ;; Still can be improved. - (player_choice - ( - ( (eval get_armor_offer_label (access smithy_armors 0)) ) - (visit buy_armor (access smithy_armors 0)) - (jump_to visit_smithy) + ;; We'll improve it further once we get to loops. + + (player_choice! + (option ( (eval get_armor_offer_label smithy_armors.0) ) + (visit! buy_armor smithy_armors.0) + (jump_to! visit_smithy) ) - ( - ( (eval get_armor_offer_label (access smithy_armors 1)) ) - (visit buy_armor (access smithy_armors 1)) - (jump_to visit_smithy) + (option ( (eval get_armor_offer_label smithy_armors.1) ) + (visit! buy_armor smithy_armors.1) + (jump_to! visit_smithy) ) - ( - ( Nevermind ) - (jump_to visit_smithy) + (option ( Nevermind ) + (jump_to! visit_smithy) ) ) ) -(define_sequence buy_weapon ( ((cons weapon int) weapon) ) - ;; We can't even deny a sell yet... - (set hero.weapon (car weapon)) +(define_sequence buy_weapon ( ((cons #weapon int) weapon) ) + ;; We still can't even deny a sell... + (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)) +(define_sequence buy_armor ( ((cons #armor int) armor) ) + ;; We still can't even deny a sell... + (set! hero.armor (car armor)) Equipped (var hero.armor.name). (newline) ) @@ -154,38 +148,38 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use **data.fate:** {{< fatecode >}}(fate_version 1) -(declare_structure weapon +(declare_structure #weapon (text name) (int attack) (int precision) ) -(declare_structure armor +(declare_structure #armor (text name) (int defense) ) -(declare_structure character +(declare_structure #character (string name) (int money) - (weapon weapon) - (armor armor) + (#weapon weapon) + (#armor armor) ) -(global character hero) +(global #character hero) -(set_fields! hero.weapon +(struct:set_fields! hero.weapon (name (text "Legendary" sword)) (attack 3) (precision 50) ) -(set_fields! hero.armor +(struct:set_fields! hero.armor (name (text "Refined" attire)) (defense 1) ) -(set hero.money 42) +(set! hero.money 42) {{< /fatecode >}} **get_a_refill.fate:** @@ -193,6 +187,7 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (require data.fate) (require actions.fate) +(require smithy.fate) (define_sequence lower_price_of_booze ( @@ -200,11 +195,8 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (int decrease) ) Great! The price of booze just lowered from (at price_pointer) - (set (at price_pointer) - (- - (at price_pointer) - (var decrease) - ) + (set! (at price_pointer) + (- (at price_pointer) decrease) ) to (at price_pointer)! ) @@ -212,25 +204,24 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (define_sequence get_a_refill () (local int price_of_booze) - (set price_of_booze 12) + (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. + poured does improve your mood. (newline) Satisfied, you hand the barman (var price_of_booze) copper coins. - (visit pay (var price_of_booze)) - (newline) + (visit! pay price_of_booze) The barman sighs, then asks: - (prompt_string (ptr hero.name) 2 64 What is your name, then, hero?) + (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) + (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!" @@ -241,6 +232,7 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (newline) "Take this pre-payment and head to the smithy." (newline) + (visit! visit_smithy) ) {{< /fatecode >}} @@ -250,9 +242,7 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (require data.fate) (define_sequence pay ( (int cost) ) - (set hero_money - (- (var hero.money) (var cost)) - ) + (set! hero.money (- hero.money cost)) ) {{< /fatecode >}} @@ -269,17 +259,20 @@ This was a first step toward cleaning up `smithy.fate`. Next, we'll use (newline) Upon waking up, your hard-trained reflexes inform you that someone stole all your money. - (set hero.money 0) + (set! hero.money 0) (newline) - This set-back was more than you could take. You give up on this barely + This set-back was more than you could handle. You give up on this barely coherent story. - (end) + (end!) ) {{< /fatecode >}} **main.fate:** {{< fatecode >}}(fate_version 1) +(require get_a_refill.fate) +(require falling_asleep.fate) + 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 @@ -293,21 +286,16 @@ anything. Worse, the alcoholic trait is part of the image. 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) +(player_choice! + (option ( Ask the barman for a refill ) + (visit! get_a_refill) ) - ( - ( Fall asleep ) - (jump_to fall_asleep) + (option ( Fall asleep ) + (jump_to! fall_asleep) ) ) -(require get_a_refill.fate) -(require falling_asleep.fate) - -(end) +(end!) {{< /fatecode >}} **smithy_inventory.fate:** @@ -315,12 +303,12 @@ out to be an already empty glass in your hand and finds the barman. (require data.fate) -(global (list (cons weapon int)) smithy_weapons) -(global (list (cons weapon int)) smithy_armors) +(global (list (cons #weapon int)) smithy_weapons) +(global (list (cons #armor int)) smithy_armors) -(add! +(list:add! (cons - (set_fields (default weapon) + (struct:set_fields (default #weapon) (name (text An Iron Rod)) (attack 10) (precision 70) @@ -329,9 +317,9 @@ out to be an already empty glass in your hand and finds the barman. ) smithy_weapons ) -(add! +(list:add! (cons - (set_fields (default weapon) + (struct:set_fields (default #weapon) (name (text A Magnificient Brick)) (attack 6) (precision 90) @@ -341,19 +329,16 @@ out to be an already empty glass in your hand and finds the barman. smithy_weapons ) -(add! +(list:add! (cons - (set_fields (default armor) + (struct:set_fields (default #armor) (name (text A raincoat?!)) (defense 7) ) 160 ) - smithy_armors -) -(add! (cons - (set_fields (default armor) + (struct:set_fields (default #armor) (name (text A nice cape)) (defense 3) ) |


