Inventories & holdings

Backpack

backpack · an adoption of Container, version 1

Tests included

Use in your game

Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.

What is in the ZIP

The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.

The contract behind it

A delivery is items arriving at a container, such as a bag or chest, that holds distinct items. This contract says when it is full and what happens when some items do not fit. It also says which items it accepts and which slot fills or empties first. It covers slots and size budgets. Version 1 excludes item footprints; counted amounts such as gold use the Ranged value contract.

Read the full Container contract →

Questions

The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.

What makes this container full?

Choices for What makes this container full?
Supplied answer A fixed number of slots makes it full. A shop's twenty stock slots refuse a new kind of item when all twenty hold stacks. A matching stack with room can still accept it.
A size-budget container has no slots. A card deck with a thirty-point build budget may spend those points across cards of different costs.
A slot limit and a size budget both apply. A bag with three free slots can still refuse an anvil when its weight budget is full.
It never fills. A new item always has room, so nothing is refused because the container ran out of space.
Why this is asked

Capacity changes what the container can hold and how it fills. This contract supports one size measure. Containers where items occupy a width-and-height footprint are outside version 1.

A delivery reaches the container, but not all the items fit. What goes in?

Asked when
Capacity limit is Slot count or Size budget or Slots and size.
Choices for A delivery reaches the container, but not all the items fit. What goes in?
The whole delivery is refused. A ten-arrow pickup adds no arrows when the container has room for only five. Each offered type and amount is one delivery. A craft with several outputs makes several deliveries, so some outputs may enter before another is refused. The refused items stay with whatever offered them, and what that action does next is the game's own rule.
Supplied answer Everything that fits goes in. A ten-arrow pickup adds five when only five fit; the other five remain outside.
Why this is asked

Two containers with the same free space can act differently. One accepts what fits; the other refuses the whole delivery.

What happens to the items that do not fit?

Asked when
Partial acceptance is Fill what fits.
Choices for What happens to the items that do not fit?
The leftover goes back to its source. Arrows that do not fit return to the chest or pickup that offered them.
Supplied answer The leftover stays where the delivery arrived. Arrows that do not fit become a loose pickup beside the bag.
The leftover moves to another store named by your game. Arrows that do not fit may go to a stash.
The leftover is destroyed. Arrows that do not fit disappear instead of returning, dropping, or moving elsewhere.
Why this is asked

Items that stay outside still need a clear home. Otherwise one build may return them while another drops or destroys them.

Several slots could hold a new item. Which slot gets it?

Asked when
Capacity limit is Slot count or Slots and size or No limit.
Choices for Several slots could hold a new item. Which slot gets it?
Supplied answer Matching stacks fill before empty slots open. A potion tops up the first potion stack with room, then uses the first empty slot.
The first slot that can hold the item gets it. An empty first hotbar slot wins over a later matching stack with room.
New items go after everything already held. An empty slot in the middle stays unused until the items after it are gone. A bag with a slot limit can count as full while that gap remains.
Choose this only when each item has one reserved slot. If slots are unlimited, choose Append instead.
Why this is asked

Two teams building the same spec can fill the same container differently. That changes what players see and what the game removes later. Rules that score slots, rotate between containers, or use a custom sequence stay in your game's prose.

The game needs an item for one of its own rules. Which matching slot does it take from?

Choices for The game needs an item for one of its own rules. Which matching slot does it take from?
The first matching slot supplies the item. Crafting uses the earliest stack in the bag before later stacks.
The last matching slot supplies the item. Crafting empties the last matching stack before earlier stacks.
The stack that received items most recently supplies them first. Topping up an older potion stack makes it the newest again.
The stack that began first supplies items first. Topping up an old potion stack does not make it newer.
Supplied answer The game never has to choose between matching slots. The player chooses a slot, only one can match, or the container has no slots.
Why this is asked

Automatic use needs a stable choice because it can change which stack remains for the player. A rotating choice over counted amounts belongs in the Ranged value contract.

Which kinds of item can this container hold?

Choices for Which kinds of item can this container hold?
Only listed item types can enter. A potion bag says no to a sword. The sword stays where it was; nothing is destroyed. An empty list means the container accepts nothing.
Supplied answer Every item type may enter once the contract knows how much room it needs. Where slots alone set the limit, an unlisted type — a quest letter no row names — uses one slot per item and cannot be forced out. Under a size budget, it is refused intact until a row names its size.
Each slot has its own item rule. An armour slot accepts a helmet but refuses a potion without destroying it. List every kind that needs a stacking or forced-out rule.

Each item row's slot-rules-declared-in citation is binding. It points to prose that lists every slot and every item kind that slot accepts; an item not accepted there is refused intact.

Why this is asked

A clear item rule prevents silent differences between what the game accepts and what the designer intended. Rules built from another list or a code callback stay in your game's prose.

Numbers2 numbers

Each value is either a number set here or a reference to one of your tuning keys.

Slot count = 12

fixed as written

slot-count

How many slots the container has. Use at least one when slots set capacity. Use zero when this container has no slot limit. If your game stores this number elsewhere, move it here so two copies cannot disagree.

Size budget = 0

fixed as written

size-budget

The largest total size the container holds. Your game chooses the unit, such as kilograms or bulk. Every item uses the same unit. Use zero when size does not limit the container.

Rules2 rules

A rule is a check between the numbers. Validation reports a rule that fails.

  • slot-count >= 0
  • size-budget >= 0
Lists1 list

Each list holds the rows this adoption supplies. A list can be empty.

Items

items

IdSlot rules declared inStack limitSizeWhen forced outForced out order
berries20never
axe1dropped-nearby1
letter1never
Test inputsscope and seeds

Some tests need a scope or seeds from the adoption before they can run.

capacity-holds

Capacity holds

Scope
sequences of picking things up, using them, and tearing the strap over one day out
Seeds
["backpack-audit-a"]

fill-order-holds

Fill order holds

Scope
02-mechanics.md#the-backpack
Acceptance tests11 tests apply

The contract comes with 14 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.

delivery-that-fits

a delivery that fits is accepted whole

scenarioonce

Applies to backpack.

A delivery backpack has room for is accepted whole: the container gains exactly what was offered, keeps everything it already held, and nothing is left over to account for. This is the ordinary case, written down so that every other test below reads as a departure from it.

Test steps and diagnostics
Given

the backpack container with room for the whole of the delivery below

When
  • a delivery offers n items of a type backpack accepts
Then
  • backpack holds exactly n more items of that type than it did
  • nothing already in backpack is removed, destroyed, or changed into another type
  • nothing is handed back, dropped, or destroyed
Diagnostics
  • backpack-contents-before-after

refuses-whole

a delivery that does not fit is refused whole

scenarioonce

Does not apply to backpack: partial acceptance is fill what fits, not all or nothing.

takes-what-fits

a delivery that does not fit is split

scenarioonce

Applies to backpack.

A delivery larger than the room available fills backpack as far as it goes and reports what it could not take. The part that did not fit is left outside backpack as a loose item where the delivery happened. Where that part ends up next, and who is responsible for it after that, is decided in this game's own prose.

Test steps and diagnostics
Given

the backpack container with room for m items of a type it accepts, where m is more than zero and less than n

When
  • a delivery offers n items of that type
Then
  • backpack holds exactly m more items of that type
  • the remaining n minus m items are left outside backpack as a loose item where the delivery happened
  • the delivery reports n minus m as the number it could not take
Diagnostics
  • backpack-contents-before-after
  • backpack-delivery-report

slots-are-the-limit

the container is full when its slots are full

scenarioonce

Applies to backpack.

This container is full when every slot stated by the value at slot-count = 12 is in use and none of them can take more of what is being offered. This test cites that value and restates the number nowhere.

Test steps and diagnostics
Given

the backpack container with all slot-count = 12 slots in use and no slot in use able to take more of the type below

When
  • a delivery offers one item of that type
Then
  • backpack takes none of it
  • the number of slots in use is still the number stated by slot-count = 12
Diagnostics
  • backpack-slot-occupancy
  • backpack-delivery-report

size-is-the-limit

the container is full when its size budget is spent

scenarioonce

Does not apply to backpack: capacity limit is slot count, not size budget or slots and size.

never-refuses

nothing is ever refused for want of room

scenarioonce

Does not apply to backpack: capacity limit is slot count, not no limit.

fill-order-holds

an accepted item lands in the declared slot

scenarioonce

Applies to backpack.

An item backpack accepts lands in a slot that already holds that type while any such slot can take more, and only then in the first empty slot. The rule is repeatable: the same delivery from the same starting contents lands in the same slot every time. Slot numbering is the numbering identified by this adoption's verification scope. Six externally authored games answer this question six different ways and none of them writes the answer down — this line is the whole reason the question is asked.

Test steps and diagnostics
Given

the backpack container holding some of a type in one slot, with at least one other slot free and at least one slot freed by an earlier removal, its slots numbered as 02-mechanics.md#the-backpack sets out

When
  • a delivery offers one more item of that type
Then
  • the item lands in a slot that already holds that type while any such slot can take more, and only then in the first empty slot
  • the same delivery made again from the same starting contents lands in the same slot
Diagnostics
  • backpack-slot-occupancy
  • backpack-fill-trace

draw-order-by-position

the game takes from the declared slot

scenarioonce

Does not apply to backpack: draw order is not applicable, not first in order or last in order.

draw-order-by-arrival

the game takes by when the stack arrived

scenarioonce

Does not apply to backpack: draw order is not applicable, not newest first or oldest first.

stack-limit-holds · berries

berries stacks no higher than its limit

scenarioper items row

Applies to the berries row.

A stack of berries never holds more than 20. The limit belongs to the item type rather than to backpack, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries berries.

Test steps and diagnostics
Given

the backpack container with one slot holding 20 of berries

When
  • a delivery offers one more berries
Then
  • that slot still holds exactly 20 of berries
  • the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
Diagnostics
  • backpack-slot-occupancy
  • backpack-delivery-report

stack-limit-holds · axe

axe stacks no higher than its limit

scenarioper items row

Applies to the axe row.

A stack of axe never holds more than 1. The limit belongs to the item type rather than to backpack, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries axe.

Test steps and diagnostics
Given

the backpack container with one slot holding 1 of axe

When
  • a delivery offers one more axe
Then
  • that slot still holds exactly 1 of axe
  • the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
Diagnostics
  • backpack-slot-occupancy
  • backpack-delivery-report

stack-limit-holds · letter

letter stacks no higher than its limit

scenarioper items row

Applies to the letter row.

A stack of letter never holds more than 1. The limit belongs to the item type rather than to backpack, which is how every surveyed game that stacks at all does it, so the same number holds in every container that carries letter.

Test steps and diagnostics
Given

the backpack container with one slot holding 1 of letter

When
  • a delivery offers one more letter
Then
  • that slot still holds exactly 1 of letter
  • the extra one starts a new stack in a free slot; where this container's slots can run out and none is free, it counts as not fitting and is settled by the partial-acceptance answer
Diagnostics
  • backpack-slot-occupancy
  • backpack-delivery-report

unlisted-type-refused

a type the list does not name is refused

scenarioonce

Does not apply to backpack: type restriction is any item, not only these.

forced-out-holds · axe

axe leaves backpack in the declared way

scenarioper items row

Applies to the axe row.

When backpack is made to give items up, axe is left as a loose item where backpack is, for anyone to pick up, and it goes at position 1 in the declared order. When the container has slots and axe sits in more than one slot, the last of those slots empties first — the row number orders the types, and that rule orders the slots inside one type. Of the five surveyed games that can force items out, three declare the switch that turns it on and none declares which item goes or where it lands — that gap is what this row closes.

Test steps and diagnostics
Given

the backpack container holding more than one axe and, when it has slots and more than one slot is needed for that many, holding that type in more than one slot, together with any types carrying lower or higher forced-out order numbers

When
  • backpack is made to give items up without a take
Then
  • axe is left as a loose item where backpack is, for anyone to pick up
  • axe goes at position 1 in the order: any type present with a lower number has gone before it, and any type present with a higher number goes after it
  • when the container has slots and axe sits in more than one slot, the last occupied slot of that type goes first and the container works back through its own order
  • no type that did not have to leave leaves
Diagnostics
  • backpack-forced-removal-log
  • backpack-contents-before-after

never-forced-out · berries

berries is never given up by backpack itself

scenarioper items row

Applies to the berries row.

Nothing this container does on its own removes berries from it: when backpack has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does backpack refuse the change outright. A player choosing to drop, sell, or destroy berries is a different thing entirely and is governed by this game's own rules, not by this line. Where this game has no way to shrink backpack or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.

Test steps and diagnostics
Given

the backpack container holding berries at a moment when something would leave it holding more than it can — its slots shrank, or its rules changed

When
  • that change is attempted
Then
  • no berries leaves backpack: the type is passed over while types that can go are given up in their declared order
  • if giving up every type that can go is still not enough, backpack refuses the change
  • no berries is dropped, moved to another store, or destroyed by backpack itself
Diagnostics
  • backpack-forced-removal-log
  • backpack-contents-before-after

never-forced-out · letter

letter is never given up by backpack itself

scenarioper items row

Applies to the letter row.

Nothing this container does on its own removes letter from it: when backpack has to shed items, this type is passed over, and only when shedding everything that can go is still not enough does backpack refuse the change outright. A player choosing to drop, sell, or destroy letter is a different thing entirely and is governed by this game's own rules, not by this line. Where this game has no way to shrink backpack or change its rules while it runs, this test has no reachable case: a builder records it as unreachable rather than inventing a trigger for it.

Test steps and diagnostics
Given

the backpack container holding letter at a moment when something would leave it holding more than it can — its slots shrank, or its rules changed

When
  • that change is attempted
Then
  • no letter leaves backpack: the type is passed over while types that can go are given up in their declared order
  • if giving up every type that can go is still not enough, backpack refuses the change
  • no letter is dropped, moved to another store, or destroyed by backpack itself
Diagnostics
  • backpack-forced-removal-log
  • backpack-contents-before-after

capacity-holds

the limit holds after every delivery and take

generalonce

Applies to backpack.

For every delivery and take in this adoption's verification scope — sequences of picking things up, using them, and tearing the strap over one day out — the number of slots in use never goes above the container's declared slot count. The scope and seeds are supplied by this adoption through its verification inputs; the rule being checked is the one this container's own capacity answer entitles it to assert.

Test steps and diagnostics
Diagnostics
  • backpack-contents-trace
  • first-violating-delivery-or-take
Holds

after every delivery and every take, the number of slots in use never goes above the container's declared slot count

Seeds

["backpack-audit-a"]

Scope

sequences of picking things up, using them, and tearing the strap over one day out

JSONthe adoption as one file

The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.

{
  "contract": "container",
  "version": 1,
  "origin": "https://opengdd.org/contracts/container-1",
  "summary": "A delivery is items arriving at a container, such as a bag or chest, that holds distinct items. This contract says when it is full and what happens when some items do not fit. It also says which items it accepts and which slot fills or empties first. It covers slots and size budgets. Version 1 excludes item footprints; counted amounts such as gold use the Ranged value contract.",
  "mechanism": [
    "One container holds items. Two items of one type are interchangeable; items differing within a type — wear, charges — are separate types here, or this game's prose. A slot holds one stack: items of one type together.",
    "The container's own order is the order the game's material numbers or lists its slots; first and last below mean first and last in it. A container with no slots has none. Containers where an item occupies a width-and-height footprint, including attaché cases and grid inventories, are outside version 1.",
    "A put offers a type and an amount — a delivery. A take asks for a type and an amount; one larger than the holdings yields what is held and reports the shortfall.",
    "A delivery that fits is accepted whole; one that does not is settled by partial-acceptance, and anything left over by leftover-destination.",
    "A stack never holds more than the stack limit on its type's row. Past it, an amount starts a new stack in a free slot, or counts as not fitting if there is none. Under type-restriction any-item, where slots alone set the limit, a type with no row stacks one item per slot and is unmovable in a forced removal, as though when-forced-out were never; under a size budget an unlisted type has no size, so it is refused intact until a row names its size.",
    "A forced removal is an item leaving without a take: the container shrank, its rules changed, or its owner is gone. Each item row says what becomes of its type and when its turn comes. In a container with slots, the last occupied slot within one type goes first.",
    "One adoption file describes one container; two are two files with their own rows. Moving an item between them is a take then a delivery, and nothing binds them. Rearranging by hand is input. In a container with slots, a sort re-delivers the contents in the order the sort names; each delivery then lands by the fill-order answer. A slotless container's sort changes nothing observable.",
    "The same delivery from the same contents lands the same way; the same take comes from the same slot."
  ],
  "questions": {
    "capacity-limit": {
      "asks": "What makes this container full?",
      "rationale": "Capacity changes what the container can hold and how it fills. This contract supports one size measure. Containers where items occupy a width-and-height footprint are outside version 1.",
      "options": {
        "slot-count": {
          "meaning": "A fixed number of slots makes it full. A shop's twenty stock slots refuse a new kind of item when all twenty hold stacks. A matching stack with room can still accept it."
        },
        "size-budget": {
          "meaning": "A size-budget container has no slots. A card deck with a thirty-point build budget may spend those points across cards of different costs."
        },
        "slots-and-size": {
          "meaning": "A slot limit and a size budget both apply. A bag with three free slots can still refuse an anvil when its weight budget is full."
        },
        "no-limit": {
          "meaning": "It never fills. A new item always has room, so nothing is refused because the container ran out of space.",
          "rationale": "Use this when room can never run out. It avoids a fake large limit that readers may mistake for a real cap."
        }
      }
    },
    "partial-acceptance": {
      "asks": "A delivery reaches the container, but not all the items fit. What goes in?",
      "rationale": "Two containers with the same free space can act differently. One accepts what fits; the other refuses the whole delivery.",
      "when": {
        "flag": {
          "capacity-limit": [
            "slot-count",
            "size-budget",
            "slots-and-size"
          ]
        }
      },
      "options": {
        "all-or-nothing": {
          "meaning": "The whole delivery is refused. A ten-arrow pickup adds no arrows when the container has room for only five. Each offered type and amount is one delivery. A craft with several outputs makes several deliveries, so some outputs may enter before another is refused. The refused items stay with whatever offered them, and what that action does next is the game's own rule."
        },
        "fill-what-fits": {
          "meaning": "Everything that fits goes in. A ten-arrow pickup adds five when only five fit; the other five remain outside."
        }
      }
    },
    "leftover-destination": {
      "asks": "What happens to the items that do not fit?",
      "rationale": "Items that stay outside still need a clear home. Otherwise one build may return them while another drops or destroys them.",
      "when": {
        "flag": {
          "partial-acceptance": [
            "fill-what-fits"
          ]
        }
      },
      "options": {
        "back-to-the-sender": {
          "meaning": "The leftover goes back to its source. Arrows that do not fit return to the chest or pickup that offered them."
        },
        "left-where-it-is": {
          "meaning": "The leftover stays where the delivery arrived. Arrows that do not fit become a loose pickup beside the bag."
        },
        "another-store": {
          "meaning": "The leftover moves to another store named by your game. Arrows that do not fit may go to a stash."
        },
        "destroyed": {
          "meaning": "The leftover is destroyed. Arrows that do not fit disappear instead of returning, dropping, or moving elsewhere."
        }
      }
    },
    "fill-order": {
      "asks": "Several slots could hold a new item. Which slot gets it?",
      "rationale": "Two teams building the same spec can fill the same container differently. That changes what players see and what the game removes later. Rules that score slots, rotate between containers, or use a custom sequence stay in your game's prose.",
      "when": {
        "flag": {
          "capacity-limit": [
            "slot-count",
            "slots-and-size",
            "no-limit"
          ]
        }
      },
      "options": {
        "top-up-then-first-empty": {
          "meaning": "Matching stacks fill before empty slots open. A potion tops up the first potion stack with room, then uses the first empty slot."
        },
        "first-slot-that-fits": {
          "meaning": "The first slot that can hold the item gets it. An empty first hotbar slot wins over a later matching stack with room."
        },
        "append": {
          "meaning": "New items go after everything already held. An empty slot in the middle stays unused until the items after it are gone. A bag with a slot limit can count as full while that gap remains."
        },
        "not-applicable": {
          "meaning": "Choose this only when each item has one reserved slot. If slots are unlimited, choose Append instead."
        }
      }
    },
    "draw-order": {
      "asks": "The game needs an item for one of its own rules. Which matching slot does it take from?",
      "rationale": "Automatic use needs a stable choice because it can change which stack remains for the player. A rotating choice over counted amounts belongs in the Ranged value contract.",
      "options": {
        "first-in-order": {
          "meaning": "The first matching slot supplies the item. Crafting uses the earliest stack in the bag before later stacks."
        },
        "last-in-order": {
          "meaning": "The last matching slot supplies the item. Crafting empties the last matching stack before earlier stacks."
        },
        "newest-first": {
          "meaning": "The stack that received items most recently supplies them first. Topping up an older potion stack makes it the newest again."
        },
        "oldest-first": {
          "meaning": "The stack that began first supplies items first. Topping up an old potion stack does not make it newer.",
          "rationale": "Use this when the longest-held stack must leave first, such as a magazine or queue."
        },
        "not-applicable": {
          "meaning": "The game never has to choose between matching slots. The player chooses a slot, only one can match, or the container has no slots."
        }
      }
    },
    "type-restriction": {
      "asks": "Which kinds of item can this container hold?",
      "rationale": "A clear item rule prevents silent differences between what the game accepts and what the designer intended. Rules built from another list or a code callback stay in your game's prose.",
      "options": {
        "only-these": {
          "meaning": "Only listed item types can enter. A potion bag says no to a sword. The sword stays where it was; nothing is destroyed. An empty list means the container accepts nothing."
        },
        "any-item": {
          "meaning": "Every item type may enter once the contract knows how much room it needs. Where slots alone set the limit, an unlisted type — a quest letter no row names — uses one slot per item and cannot be forced out. Under a size budget, it is refused intact until a row names its size."
        },
        "by-slot": {
          "meaning": "Each slot has its own item rule. An armour slot accepts a helmet but refuses a potion without destroying it. List every kind that needs a stacking or forced-out rule.",
          "semantics": "Each item row's slot-rules-declared-in citation is binding. It points to prose that lists every slot and every item kind that slot accepts; an item not accepted there is refused intact."
        }
      }
    }
  },
  "declares": {
    "values": {
      "slot-count": {
        "description": "How many slots the container has. Use at least one when slots set capacity. Use zero when this container has no slot limit. If your game stores this number elsewhere, move it here so two copies cannot disagree."
      },
      "size-budget": {
        "description": "The largest total size the container holds. Your game chooses the unit, such as kilograms or bulk. Every item uses the same unit. Use zero when size does not limit the container."
      }
    },
    "rows": {
      "items": {
        "description": "The item types whose rules this contract records. Use one row for each type. For a restricted container, the rows are also the allowed list. An empty list means no listed types. For any-item, the rows plus the unlisted-type defaults fully decide entry, stacking, and forced removal for every type. The validator checks each row's fields; a reviewer checks that the game's own prose does not give unlisted types a rule different from the defaults.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "The item type's name, written as your game names it."
          },
          "slot-rules-declared-in": {
            "type": "citation",
            "when": {
              "flag": {
                "type-restriction": [
                  "by-slot"
                ]
              }
            },
            "description": "The place in this game's prose that lists every slot and every item kind it accepts. This citation is the binding rule for the slots. Use the same citation on every row when one section holds the whole list."
          },
          "stack-limit": {
            "type": "integer",
            "when": {
              "flag": {
                "capacity-limit": [
                  "slot-count",
                  "slots-and-size",
                  "no-limit"
                ]
              }
            },
            "description": "How many items of this type fit in one slot. It is required whenever the container has slots, including when it never fills. Use one for an item that does not stack, or another positive whole number."
          },
          "size": {
            "type": "number",
            "when": {
              "flag": {
                "capacity-limit": [
                  "size-budget",
                  "slots-and-size"
                ]
              }
            },
            "description": "How much of the size budget one item uses. Use the same unit as the container's budget. Use zero or more."
          },
          "when-forced-out": {
            "type": "string",
            "required": true,
            "options": [
              "never",
              "dropped-nearby",
              "moved-to-another-store",
              "destroyed"
            ],
            "description": "What happens to this item when the container must give items up. It may stay, drop nearby, move to another store, or be destroyed. An item marked to stay is skipped. The container tries other types in their chosen order. It refuses the forced removal if too few items can leave. If destroying an item could make the game impossible to finish, say so and test it in your own rules."
          },
          "forced-out-order": {
            "type": "integer",
            "unique": true,
            "when": {
              "row": {
                "when-forced-out": [
                  "dropped-nearby",
                  "moved-to-another-store",
                  "destroyed"
                ]
              }
            },
            "description": "The order in which item types leave, lowest number first. Give each movable type a different number. Items of one type leave from its last occupied slot first. The size of the gaps between numbers does not matter."
          }
        }
      }
    }
  },
  "pack": "sha256:8f40a54e650b683136852e7a5b47976ebe709f810057f847424d6d8ab3b41b20",
  "rules": {
    "slot-count-not-negative": "slot-count >= 0",
    "size-budget-not-negative": "size-budget >= 0"
  },
  "answers": {
    "capacity-limit": "slot-count",
    "partial-acceptance": "fill-what-fits",
    "leftover-destination": "left-where-it-is",
    "fill-order": "top-up-then-first-empty",
    "draw-order": "not-applicable",
    "type-restriction": "any-item"
  },
  "values": {
    "slot-count": 12,
    "size-budget": 0
  },
  "rows": {
    "items": [
      {
        "id": "berries",
        "stack-limit": 20,
        "when-forced-out": "never"
      },
      {
        "id": "axe",
        "stack-limit": 1,
        "when-forced-out": "dropped-nearby",
        "forced-out-order": 1
      },
      {
        "id": "letter",
        "stack-limit": 1,
        "when-forced-out": "never"
      }
    ]
  },
  "verification": {
    "capacity-holds": {
      "scope": "sequences of picking things up, using them, and tearing the strap over one day out",
      "seeds": [
        "backpack-audit-a"
      ]
    },
    "fill-order-holds": {
      "scope": "02-mechanics.md#the-backpack"
    }
  }
}