wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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459 changed files with 17862 additions and 17603 deletions
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@ -23,13 +23,16 @@ event Died { e: int = 0, src: int = 0 }
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event Healed { e: int = 0, amount: int = 0 }
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event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
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var combat_reflecting: bool = false # thorns never reflect thorns
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state GameplayState {
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combat_reflecting: bool = false # thorns never reflect thorns
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combat_pending: int = 0
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fac_tbl: words = null
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}
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# the mutable channel for lever 6: listeners rewrite the pending damage here.
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var combat_pending: int = 0
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@Namespace(Combat) function combat_amount() -> int { return combat_pending }
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@Namespace(Combat) function combat_set_amount(n: int) -> void { combat_pending = n }
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@Namespace(Combat) function combat_amount(gameplay_st: GameplayState) -> int { return gameplay_st.combat_pending }
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@Namespace(Combat) function combat_set_amount(gameplay_st: mut GameplayState, n: int) -> void { gameplay_st.combat_pending = n }
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# Combat.mitigate(target, raw) — raw minus effective defence, floored at 1 so any
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# landed hit chips at least a point (a common, tunable default). A game that wants
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@ -43,7 +46,7 @@ var combat_pending: int = 0
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# Combat.damage(target, src, amount) — the full pipeline. Returns the damage
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# actually applied (0 when vetoed or the target has no Stats/hp).
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@Namespace(Combat) function combat_damage(target: int, src: int, amount: int) -> int {
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@Namespace(Combat) function combat_damage(gameplay_st: mut GameplayState, target: int, src: int, amount: int) -> int {
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let P = World.prop_id("Stats")
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if P < 0 { return 0 }
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if World.has(target, P) == 0 { return 0 }
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@ -54,9 +57,9 @@ var combat_pending: int = 0
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var raw = amount * stats_field(src, "damage_pct", 100) / 100
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let crit = stats_field(src, "crit_pct", 0)
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if (crit > 0) and Random.chance(percent: crit) { raw *= 2; emit Crit(target: target, src: src) }
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combat_pending = combat_mitigate(target, raw)
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if emit DamageAboutToApply(target: target, src: src, amount: combat_pending) != 0 { return 0 }
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var dmg = combat_pending
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gameplay_st.combat_pending = combat_mitigate(target, raw)
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if emit DamageAboutToApply(target: target, src: src, amount: gameplay_st.combat_pending) != 0 { return 0 }
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var dmg = gameplay_st.combat_pending
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if dmg < 0 { dmg = 0 }
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var hp = World.get(target, P, fhp) - dmg
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@ -69,10 +72,10 @@ var combat_pending: int = 0
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let leech = stats_field(src, "leech_pct", 0)
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if (leech > 0) and Random.chance(percent: leech) { combat_heal(src, stats_field(src, "leech_hp", 1)) }
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let thorns = stats_field(target, "thorns", 0)
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if (thorns > 0) and (src != target) and (not combat_reflecting) and (World.has(src, P) != 0) {
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combat_reflecting = true
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combat_damage(src, target, thorns)
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combat_reflecting = false
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if (thorns > 0) and (src != target) and (not gameplay_st.combat_reflecting) and (World.has(src, P) != 0) {
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gameplay_st.combat_reflecting = true
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combat_damage(gameplay_st, src, target, thorns)
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gameplay_st.combat_reflecting = false
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}
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}
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return dmg
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@ -16,26 +16,25 @@ const REL_HOSTILE: int = 2
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# relationships stored as (rel + 1); a zero slot means "unset -> use the default".
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# A global var initialiser must be a literal, so it is allocated lazily.
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var fac_tbl: words = null
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function fac_ensure() -> void {
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if fac_tbl == null { fac_tbl = words(FAC_MAX * FAC_MAX) }
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function fac_ensure(gameplay_st: mut GameplayState) -> void {
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if gameplay_st.fac_tbl == null { gameplay_st.fac_tbl = words(FAC_MAX * FAC_MAX) }
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}
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# Faction.set(a, b, rel) — record a symmetric relationship between two factions.
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@Namespace(Faction) function faction_set(a: int, b: int, rel: int) -> void {
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fac_ensure()
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@Namespace(Faction) function faction_set(gameplay_st: mut GameplayState, a: int, b: int, rel: int) -> void {
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fac_ensure(gameplay_st)
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if (a < 0) or (a >= FAC_MAX) { return }
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if (b < 0) or (b >= FAC_MAX) { return }
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fac_tbl[a * FAC_MAX + b] = rel + 1
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fac_tbl[b * FAC_MAX + a] = rel + 1
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gameplay_st.fac_tbl[a * FAC_MAX + b] = rel + 1
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gameplay_st.fac_tbl[b * FAC_MAX + a] = rel + 1
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}
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# Faction.rel(a, b) — the relationship code (0 friend, 1 neutral, 2 hostile).
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@Namespace(Faction) function faction_rel(a: int, b: int) -> int {
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fac_ensure()
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@Namespace(Faction) function faction_rel(gameplay_st: mut GameplayState, a: int, b: int) -> int {
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fac_ensure(gameplay_st)
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if (a >= 0) and (a < FAC_MAX) and (b >= 0) and (b < FAC_MAX) {
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let v = fac_tbl[a * FAC_MAX + b]
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let v = gameplay_st.fac_tbl[a * FAC_MAX + b]
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if v != 0 { return v - 1 }
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}
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if a == b { return REL_FRIEND }
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@ -43,12 +42,12 @@ function fac_ensure() -> void {
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}
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# Faction.hostile(a, b) / Faction.friendly(a, b) — the common yes/no queries.
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@Namespace(Faction) function faction_hostile(a: int, b: int) -> int {
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if faction_rel(a, b) == REL_HOSTILE { return 1 }
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@Namespace(Faction) function faction_hostile(gameplay_st: mut GameplayState, a: int, b: int) -> int {
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if faction_rel(gameplay_st, a, b) == REL_HOSTILE { return 1 }
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return 0
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}
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@Namespace(Faction) function faction_friendly(a: int, b: int) -> int {
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if faction_rel(a, b) == REL_FRIEND { return 1 }
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@Namespace(Faction) function faction_friendly(gameplay_st: mut GameplayState, a: int, b: int) -> int {
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if faction_rel(gameplay_st, a, b) == REL_FRIEND { return 1 }
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return 0
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}
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@ -65,6 +64,6 @@ function fac_ensure() -> void {
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# Faction.enemies(a, b) — true when the two entities' factions are hostile; the
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# one-call test the shooter and AI reach for. Missing factions read as hostile
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# (an unaligned hazard hits anyone) unless the ids happen to match.
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@Namespace(Faction) function faction_enemies(ea: int, eb: int) -> int {
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return faction_hostile(faction_id_of(ea), faction_id_of(eb))
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@Namespace(Faction) function faction_enemies(gameplay_st: mut GameplayState, ea: int, eb: int) -> int {
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return faction_hostile(gameplay_st, faction_id_of(ea), faction_id_of(eb))
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}
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