--- 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:** {{< fatecode >}}(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) ) {{< /fatecode >}} 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:** {{< fatecode >}}(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) {{< /fatecode >}} **get_a_refill.fate:** {{< fatecode >}}(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) ) {{< /fatecode >}} **actions.fate:** {{< fatecode >}}(fate_version 1) (require data.fate) (define_sequence pay ( (int cost) ) (set hero_money (- (var hero.money) (var cost)) ) ) {{< /fatecode >}} **falling_asleep.fate:** {{< fatecode >}}(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) ) {{< /fatecode >}} **main.fate:** {{< fatecode >}}(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) {{< /fatecode >}} **smithy_inventory.fate:** {{< fatecode >}}(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 ) {{< /fatecode >}}