Inventories & holdings

Hunters satchel

hunters-satchel · an adoption of Container, version 2

Tests included

Use in your package

The first button opens the authoring tool with these answers and numbers already filled in. You still add the rules and tuning of your own game.

What is in the zip file

The zip file holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this zip file. If you edit your package outside the authoring tool, unpack the zip file in your package folder. The files of the zip file go into contracts/.

The contract that this adoption uses

This contract covers a container, such as a bag or a chest, that holds distinct items. A delivery is a group of items that arrives at the container. This contract says when the container is full and what happens when some items of a delivery do not fit. It also says which items the container accepts and which slot fills or empties first. It covers slots and size budgets. This version does not cover containers where an item occupies a width-and-height footprint, such as a grid inventory. This contract does not cover counted amounts such as gold. The Ranged value contract covers counted amounts.

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 file and the authoring tool use the supplied answers.

What makes this container full?

Choices for What makes this container full?
A fixed number of slots makes it full. A shop with twenty stock slots refuses an item of a new type when all twenty slots hold stacks. A stack that has room can still accept an item of its own type.
Supplied answer A size budget makes it full, and the container has no slots. A card deck with a thirty-point build budget can hold cards of different costs until their costs add up to thirty points.
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 this version.

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. Your game's own rules decide what the action that offered them does next.
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 the sender. 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 do not fit must go to a stated place. Otherwise one build may return them while another build 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?
A new item goes to a stack of the same type that has room. When no stack of that type has room, the item goes to the first empty slot. A potion goes to the first potion stack with room, and to the first empty slot only when no potion stack has room.
The first slot that can hold the item gets it. An empty first hotbar slot receives the item, even when a later stack of the same type has 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 that build the same design 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. Adding potions to an older potion stack makes that stack the newest again.
The stack that began first supplies items first. Adding potions to an old potion stack does not make that stack 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 item types can this container hold?

Choices for Which item types can this container hold?
Only listed item types can enter. A potion bag refuses 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 when the contract knows how much room the type needs. Where slots alone set the limit, a type that no row names, such as a quest letter, uses one slot for each item and cannot be forced out. Under a size budget, a type that no row names is refused until a row names its size. The refused items are not destroyed.
Each slot has its own item rule. An armor slot accepts a helmet but refuses a potion without destroying it. List every type 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 type that the slot accepts. A slot refuses an item of a type that the prose does not list for that slot, and the refused item stays intact.

Why this is asked

A clear item rule prevents unnoticed differences between what the game accepts and what the designer intended. Rules that come from another list or from program code stay in your game's prose.

Numbers2 numbers

Each value is either a number set here or a reference to a decided number in your tuning. It cannot reference an open number.

Slot count = 0

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 = 35

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
venison-cut——1.5dropped-nearby1
deer-pelt——3.5dropped-nearby2
iron-jaw-trap——6dropped-nearby3
hunting-bow——1.5dropped-nearby4
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 packing, eating, dropping, and collecting venison cuts, pelts, traps, and the bow over a three-day hunt, including an exact-budget delivery, a partly fitting delivery, and an unlisted lantern refused intact, all measured in kilograms
Seeds
["hunters-satchel-weight-a","hunters-satchel-weight-b"]
Acceptance tests8 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 hunters-satchel.

A delivery that hunters-satchel has room for is accepted whole. The container gains exactly what was offered and keeps everything it already held. Nothing is left over.

Test steps and diagnostics
Given

the hunters-satchel container with room for the whole of the delivery below

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

refuses-whole

a delivery that does not fit is refused whole

scenarioonce

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

takes-what-fits

a delivery that does not fit is split

scenarioonce

Applies to hunters-satchel.

When a delivery is larger than the room available, hunters-satchel takes the items that fit, and the delivery reports the number of items that did not fit. The part that did not fit is left outside hunters-satchel as a loose item where the delivery happened. This game's own prose decides where that part goes next and who is responsible for it after that.

Test steps and diagnostics
Given

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

slots-are-the-limit

the container is full when its slots are full

scenarioonce

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

size-is-the-limit

the container is full when its size budget is spent

scenarioonce

Applies to hunters-satchel.

This container is full when the next item's size would take the total past the value at size-budget = 35. Sizes come from the item rows and the budget from that value; this test restates neither number.

Test steps and diagnostics
Given

the hunters-satchel container holding items whose sizes add up to less than size-budget = 35

When
  • a delivery offers items whose sizes would take the total past size-budget = 35
Then
  • the sizes of the items hunters-satchel holds never add up to more than size-budget = 35
  • each item's size is the size written on its own type's row, in the unit this game's prose names for the budget
Diagnostics
  • hunters-satchel-size-total
  • hunters-satchel-delivery-report

never-refuses

no delivery is refused for lack of room

scenarioonce

Does not apply to hunters-satchel: capacity limit is size budget, not no limit.

fill-order-holds

an accepted item is placed in the declared slot

scenarioonce

Does not apply to hunters-satchel: fill order is not asked for hunters-satchel.

draw-order-by-position

the game takes from the declared slot

scenarioonce

Does not apply to hunters-satchel: draw order is not applicable, not first in order or last in order.

draw-order-by-arrival

the time at which each stack received items decides which stack the game takes from

scenarioonce

Does not apply to hunters-satchel: draw order is not applicable, not newest first or oldest first.

stack-limit-holds

Row.id stacks no higher than its limit

scenarioper items row

Does not apply to hunters-satchel: capacity limit is size budget, not slot count or slots and size or no limit.

unlisted-type-refused

a type the list does not name is refused

scenarioonce

Does not apply to hunters-satchel: type restriction is any item, not only these.

forced-out-holds · venison-cut

venison-cut leaves hunters-satchel in the declared way

scenarioper items row

Applies to the venison-cut row.

When hunters-satchel is made to give items up, venison-cut is left as a loose item where hunters-satchel is, for anyone to pick up, and it leaves at position 1 in the declared order. When the container has slots and venison-cut is in more than one slot, the last of those slots is emptied first. The row number orders the types, and that rule orders the slots inside one type.

Test steps and diagnostics
Given

the hunters-satchel container holding more than one venison-cut 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
  • hunters-satchel is made to give items up without a take
Then
  • venison-cut is left as a loose item where hunters-satchel is, for anyone to pick up
  • venison-cut leaves at position 1 in the order: any type present with a lower number has left before it, and any type present with a higher number leaves after it
  • when the container has slots and venison-cut is in more than one slot, the last occupied slot of that type is emptied first, and the other occupied slots of that type follow from last to first in the container's own order
  • no type that did not have to leave leaves
Diagnostics
  • hunters-satchel-forced-removal-log
  • hunters-satchel-contents-before-after

forced-out-holds · deer-pelt

deer-pelt leaves hunters-satchel in the declared way

scenarioper items row

Applies to the deer-pelt row.

When hunters-satchel is made to give items up, deer-pelt is left as a loose item where hunters-satchel is, for anyone to pick up, and it leaves at position 2 in the declared order. When the container has slots and deer-pelt is in more than one slot, the last of those slots is emptied first. The row number orders the types, and that rule orders the slots inside one type.

Test steps and diagnostics
Given

the hunters-satchel container holding more than one deer-pelt 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
  • hunters-satchel is made to give items up without a take
Then
  • deer-pelt is left as a loose item where hunters-satchel is, for anyone to pick up
  • deer-pelt leaves at position 2 in the order: any type present with a lower number has left before it, and any type present with a higher number leaves after it
  • when the container has slots and deer-pelt is in more than one slot, the last occupied slot of that type is emptied first, and the other occupied slots of that type follow from last to first in the container's own order
  • no type that did not have to leave leaves
Diagnostics
  • hunters-satchel-forced-removal-log
  • hunters-satchel-contents-before-after

forced-out-holds · iron-jaw-trap

iron-jaw-trap leaves hunters-satchel in the declared way

scenarioper items row

Applies to the iron-jaw-trap row.

When hunters-satchel is made to give items up, iron-jaw-trap is left as a loose item where hunters-satchel is, for anyone to pick up, and it leaves at position 3 in the declared order. When the container has slots and iron-jaw-trap is in more than one slot, the last of those slots is emptied first. The row number orders the types, and that rule orders the slots inside one type.

Test steps and diagnostics
Given

the hunters-satchel container holding more than one iron-jaw-trap 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
  • hunters-satchel is made to give items up without a take
Then
  • iron-jaw-trap is left as a loose item where hunters-satchel is, for anyone to pick up
  • iron-jaw-trap leaves at position 3 in the order: any type present with a lower number has left before it, and any type present with a higher number leaves after it
  • when the container has slots and iron-jaw-trap is in more than one slot, the last occupied slot of that type is emptied first, and the other occupied slots of that type follow from last to first in the container's own order
  • no type that did not have to leave leaves
Diagnostics
  • hunters-satchel-forced-removal-log
  • hunters-satchel-contents-before-after

forced-out-holds · hunting-bow

hunting-bow leaves hunters-satchel in the declared way

scenarioper items row

Applies to the hunting-bow row.

When hunters-satchel is made to give items up, hunting-bow is left as a loose item where hunters-satchel is, for anyone to pick up, and it leaves at position 4 in the declared order. When the container has slots and hunting-bow is in more than one slot, the last of those slots is emptied first. The row number orders the types, and that rule orders the slots inside one type.

Test steps and diagnostics
Given

the hunters-satchel container holding more than one hunting-bow 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
  • hunters-satchel is made to give items up without a take
Then
  • hunting-bow is left as a loose item where hunters-satchel is, for anyone to pick up
  • hunting-bow leaves at position 4 in the order: any type present with a lower number has left before it, and any type present with a higher number leaves after it
  • when the container has slots and hunting-bow is in more than one slot, the last occupied slot of that type is emptied first, and the other occupied slots of that type follow from last to first in the container's own order
  • no type that did not have to leave leaves
Diagnostics
  • hunters-satchel-forced-removal-log
  • hunters-satchel-contents-before-after

never-forced-out

Row.id is never given up by hunters-satchel itself

scenarioper items row

Does not apply to hunters-satchel: no row in items matches when-forced-out never.

capacity-holds

the limit holds after every delivery and take

generalonce

Applies to hunters-satchel.

For every delivery and take in this adoption's verification scope (sequences of packing, eating, dropping, and collecting venison cuts, pelts, traps, and the bow over a three-day hunt, including an exact-budget delivery, a partly fitting delivery, and an unlisted lantern refused intact, all measured in kilograms), the sizes of the items held never add up to more than the container's declared size budget. This adoption supplies the scope and seeds through its verification inputs. This test checks the limit that this container's capacity answer states.

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

after every delivery and every take, the sizes of the items held never add up to more than the container's declared size budget

Seeds

["hunters-satchel-weight-a","hunters-satchel-weight-b"]

Scope

sequences of packing, eating, dropping, and collecting venison cuts, pelts, traps, and the bow over a three-day hunt, including an exact-budget delivery, a partly fitting delivery, and an unlisted lantern refused intact, all measured in kilograms

JSONthe adoption as one file

Answers you try on this page do not change this file. To change an adoption, open it in the authoring tool.

{
  "contract": "container",
  "version": 2,
  "origin": "https://opengdd.org/contracts/container-2",
  "summary": "This contract covers a container, such as a bag or a chest, that holds distinct items. A delivery is a group of items that arrives at the container. This contract says when the container is full and what happens when some items of a delivery do not fit. It also says which items the container accepts and which slot fills or empties first. It covers slots and size budgets. This version does not cover containers where an item occupies a width-and-height footprint, such as a grid inventory. This contract does not cover counted amounts such as gold. The Ranged value contract covers counted amounts.",
  "mechanism": [
    "One container holds items. Two items of one type are interchangeable. Items that differ inside one type, for example by wear or by charges, are separate types in this contract, or this game's prose says how they are handled. A slot holds one stack. A stack is items of one type together.",
    "The container's own order is the order in which the game's material numbers or lists its slots. In the text below, first and last mean first and last in that order. A container with no slots has no order. Containers where an item occupies a width-and-height footprint, including attaché cases and grid inventories, are outside this version.",
    "A delivery offers a type and an amount. A take asks for a type and an amount. A take that asks for more of a type than the container holds yields the amount that the container holds and reports the shortfall.",
    "A delivery that fits is accepted whole. For a delivery that does not fit, the partial-acceptance answer applies. For the items that are left over, the leftover-destination answer applies.",
    "A stack never holds more than the stack limit on its type's row. An amount above that limit starts a new stack in a free slot, or counts as not fitting if no slot is free. Under the type-restriction answer any-item, two rules apply to a type with no row. Where slots alone set the limit, such a type stacks one item per slot, and in a forced removal it does not leave, as if its when-forced-out value were never. Under a size budget, such a type has no size. A delivery of such a type is therefore refused, and the refused items stay 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 happens to its type and gives the position of its type in the order in which the types leave. In a container with slots, items of one type leave from the last occupied slot of that type first.",
    "One adoption file describes one container. Two containers need two files, each with its own rows. Moving an item between two containers is a take from one container and then a delivery to the other. This contract states no other rule between the two containers. Rearranging items by hand is player input. The player chooses the slots, and the fill-order answer does not apply. In a container with slots, a sort delivers the contents again in the order that the sort names. The fill-order answer then decides the slot for each of these deliveries. In a container with no slots, a sort changes nothing that can be observed.",
    "The same delivery made from the same starting contents has the same result. The same take made from the same starting contents 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 this version.",
      "options": {
        "slot-count": {
          "meaning": "A fixed number of slots makes it full. A shop with twenty stock slots refuses an item of a new type when all twenty slots hold stacks. A stack that has room can still accept an item of its own type."
        },
        "size-budget": {
          "meaning": "A size budget makes it full, and the container has no slots. A card deck with a thirty-point build budget can hold cards of different costs until their costs add up to thirty points."
        },
        "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 limit."
        }
      }
    },
    "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. Your game's own rules decide what the action that offered them does next."
        },
        "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 do not fit must go to a stated place. Otherwise one build may return them while another build drops or destroys them.",
      "when": {
        "flag": {
          "partial-acceptance": [
            "fill-what-fits"
          ]
        }
      },
      "options": {
        "back-to-the-sender": {
          "meaning": "The leftover goes back to the sender. 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 that build the same design 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": "A new item goes to a stack of the same type that has room. When no stack of that type has room, the item goes to the first empty slot. A potion goes to the first potion stack with room, and to the first empty slot only when no potion stack has room."
        },
        "first-slot-that-fits": {
          "meaning": "The first slot that can hold the item gets it. An empty first hotbar slot receives the item, even when a later stack of the same type has 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. Adding potions to an older potion stack makes that stack the newest again."
        },
        "oldest-first": {
          "meaning": "The stack that began first supplies items first. Adding potions to an old potion stack does not make that stack 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 item types can this container hold?",
      "rationale": "A clear item rule prevents unnoticed differences between what the game accepts and what the designer intended. Rules that come from another list or from program code stay in your game's prose.",
      "options": {
        "only-these": {
          "meaning": "Only listed item types can enter. A potion bag refuses 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 when the contract knows how much room the type needs. Where slots alone set the limit, a type that no row names, such as a quest letter, uses one slot for each item and cannot be forced out. Under a size budget, a type that no row names is refused until a row names its size. The refused items are not destroyed."
        },
        "by-slot": {
          "meaning": "Each slot has its own item rule. An armor slot accepts a helmet but refuses a potion without destroying it. List every type 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 type that the slot accepts. A slot refuses an item of a type that the prose does not list for that slot, and the refused item stays 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. For any-item, two things together decide entry, stacking, and forced removal for every type: the rows, and the rules of this contract for a type that no row names. The validator checks each row's fields. A reviewer checks that the game's own prose does not give a type that no row names a rule that differs from those rules.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the item type in your game's words, such as berries or axe."
          },
          "slot-rules-declared-in": {
            "type": "citation",
            "when": {
              "flag": {
                "type-restriction": [
                  "by-slot"
                ]
              }
            },
            "description": "Where your game's rules list every slot and every item type that the slot 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:ae851e93d7e94c3f971f69b518935f2a6367204ca88178a9f6defd4530a15eb2",
  "rules": {
    "slot-count-not-negative": "slot-count >= 0",
    "size-budget-not-negative": "size-budget >= 0"
  },
  "answers": {
    "capacity-limit": "size-budget",
    "partial-acceptance": "fill-what-fits",
    "leftover-destination": "left-where-it-is",
    "draw-order": "not-applicable",
    "type-restriction": "any-item"
  },
  "values": {
    "slot-count": 0,
    "size-budget": 35
  },
  "rows": {
    "items": [
      {
        "id": "venison-cut",
        "size": 1.5,
        "when-forced-out": "dropped-nearby",
        "forced-out-order": 1
      },
      {
        "id": "deer-pelt",
        "size": 3.5,
        "when-forced-out": "dropped-nearby",
        "forced-out-order": 2
      },
      {
        "id": "iron-jaw-trap",
        "size": 6,
        "when-forced-out": "dropped-nearby",
        "forced-out-order": 3
      },
      {
        "id": "hunting-bow",
        "size": 1.5,
        "when-forced-out": "dropped-nearby",
        "forced-out-order": 4
      }
    ]
  },
  "verification": {
    "capacity-holds": {
      "scope": "sequences of packing, eating, dropping, and collecting venison cuts, pelts, traps, and the bow over a three-day hunt, including an exact-budget delivery, a partly fitting delivery, and an unlisted lantern refused intact, all measured in kilograms",
      "seeds": [
        "hunters-satchel-weight-a",
        "hunters-satchel-weight-b"
      ]
    }
  }
}