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| diff --git a/content/learn/10.conditions/default.md b/content/learn/10.conditions/default.md new file mode 100644 index 0000000..8a4f339 --- /dev/null +++ b/content/learn/10.conditions/default.md @@ -0,0 +1,402 @@ +--- +menuTitle: Conditionals +title: "Expressing Conditions" +weight: 10 +--- +In [the previous step](/learn/lambdas), we added lambda functions, which made +it possible to store computation descriptions for later use. The `smithy.fate` +is still a mess, and we couldn't handle the hero not having enough money for a +purchase. Let's add conditions to our story. + +Fate has quite a few conditional constructs. `if_else`, `switch`, and `cond` +can be used both as instruction and computation. `if` is only for instructions. +* `if_else` selects between two options according to a given `bool` value. +* `switch` has a list of options, each of which is associated to a value. +   It selects the first listed option whose value is equal to the targeted +   value. When used as a computation, a default option with no associated value +   must be provided. +* `cond` has a list of options, each of which is associated to a `bool` +  computation. The first listed option for which the computation yields `(true)` +  is chosen. In the case of a computation, the last option is chosen even as a +  default value. With instructions, if no option has its condition satisfied, +  nothing happens. +* `if` is only for instructions, and applies its content only if the condition +  is verified. + +All of these can be used within a `player_choice` to control what options are +available. + +**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. +                  ) +               ) +            ) +         ) + +         (global bool has_visited_smithy) + +         (set has_visited_smithy (false)) + +         (define_sequence visit_smithy () +            (if (not (var has_visited_smithy)) +               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) +               (set has_visited_smithy (true)) +            ) +            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... +            (local int money_after) + +            (set money_after (- (var hero.money) (cdr weapon))) + +            (if_else (< (var money_after) 0) +               ( +                  You can't afford that. +                  (newline) +                  You would need (abs (var money_after)) more coins. +               ) +               ( +                  (set hero.weapon (car weapon)) +                  (set hero.money (var money_after)) +                  Equipped (var hero.weapon.name). +               ) +            ) +            (newline) +         ) + +         (define_sequence buy_armor ( ((cons armor int) armor) ) +            ;; We can't even deny a sell yet... +            (local int money_after) + +            (set money_after (- (var hero.money) (cdr armor))) + +            (if_else (< (var money_after) 0) +               ( +                  You can't afford that. +                  (newline) +                  You would need (abs (var money_after)) more coins. +               ) +               ( +                  (set hero.armor (car armor)) +                  (set hero.money (var money_after)) +                  Equipped (var hero.armor.name). +               ) +            ) +            (newline) +         ) + + +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 +         ) | 


