feat(currency): purse_copper on GameState, with grant/take routing

One int holds all money. grant/take are the sole routing point — currency ids
go to the purse, everything else to inventory. Money is never an inventory row.

The 'coin' stand-in in the two unrelated inventory tests becomes
worn_shortsword; they were never about money.
This commit is contained in:
2026-07-12 18:29:10 -05:00
parent 2a372bff2f
commit 8a71671df7
2 changed files with 70 additions and 9 deletions

View File

@@ -8,7 +8,8 @@ var luck: int = 0
var luck_base: int = 0
var stats: Dictionary = {} # {str, dex, con, fth, mag}
var npc_dispositions: Dictionary = {} # world-npc id -> int (100..100)
var inventory: Dictionary = {} # item_id -> qty
var inventory: Dictionary = {} # item_id -> qty (NEVER money — see purse_copper)
var purse_copper: int = 0 # ALL money, in copper. One integer (§4.1 of the spec).
var revealed_topics: Dictionary = {} # topic_id -> true
var gifts_given: Dictionary = {} # item_id -> true (idempotency for give_item)
@@ -41,6 +42,27 @@ func remove_item(item_id: String, qty: int) -> void:
inventory.erase(item_id)
func add_copper(amount: int) -> void:
purse_copper = maxi(0, purse_copper + amount)
func grant(item_id: String, qty: int) -> void:
# The single routing point (with take): currency lands in the purse, every
# other item in the inventory dict. Money is never an inventory row, so it
# can never surface in an inventory grid — exclusion by construction.
if Currency.is_currency(item_id):
add_copper(Currency.value(item_id) * qty)
else:
add_item(item_id, qty)
func take(item_id: String, qty: int) -> void:
if Currency.is_currency(item_id):
add_copper(-Currency.value(item_id) * qty)
else:
remove_item(item_id, qty)
func mark_revealed(topic_id: String) -> void:
revealed_topics[topic_id] = true