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+---
+menuTitle: Lambda Functions
+title: "Lambda Functions"
+weight: 9
+---
+In [the previous step](/learn/collections), we added collections, which made
+having large amounts of data possible. We also ended up with a really ugly file,
+`smithy.fate`, which had way too much code to be readable. We'll start by
+removing the label generation sequences. Instead, we'll use lambda functions.
+
+A lambda function is computation description that can be stored for later use.
+It can also take parameters. Since it's a computation, it cannot alter the
+memory by itself, nor can it contain any instructions.
+
+**smithy.fate:**
+
+ (fate_version 1)
+
+ (require smithy_inventory.fate)
+
+ (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
+ (lambda
+ ( ((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.
+ )
+ )
+ )
+ )
+
+ (set get_armor_offer_label
+ (lambda
+ ( ((cons armor int) offer) )
+ (let
+ (
+ (armor (car offer))
+ (price (cdr offer))
+ )
+ (text
+ Buy "(var armor.name)" \(defense: (var armor.defense)\),
+ for (var price) coins.
+ )
+ )
+ )
+ )
+
+ (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 ()
+ ;; 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)
+ )
+ (
+ ( (eval get_weapon_offer_label (access smithy_weapons 1)) )
+ (visit buy_weapon (access smithy_weapons 1))
+ (jump_to visit_smithy)
+ )
+ (
+ ( 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)
+ )
+ (
+ ( (eval get_armor_offer_label (access smithy_armors 1)) )
+ (visit buy_armor (access smithy_armors 1))
+ (jump_to visit_smithy)
+ )
+ (
+ ( 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))
+ 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)
+ )
+
+* `(lambda return_type (param_type0 param_type1 ...))` is the type corresponding
+ to a lambda function returning a value of type `return_type` and taking as
+ parameters values of types `param_type0`, `param_type1`, ...
+* `(eval variable_name param0 param1 ...)` computes and returns the result of
+ the lambda function stored in `variable_name` by giving it as parameter the
+ values `param0`, `param1`, ...
+* `(let ( (name0 val0) ... ) computation)` computes and returns `computation` as
+ if `name0` was a defined variable of value `val0`.
+
+Lambda functions are *very* useful. They can be used to manipulate lists in many
+ways. They can also be used to abstract away some complicated computation.
+
+This was a first step toward cleaning up `smithy.fate`. Next, we'll use
+[conditions](/learn/conditions) to improve things further.
+
+----
+
+## 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)
+
+**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
+ )