wip(0.S3): packages and examples migrated in one run - ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:02:45 +03:00
parent d490d4f9f1
commit 3eda72e8c2
172 changed files with 3094 additions and 2966 deletions

View file

@ -12,13 +12,15 @@ program CombatKit {
model Hero { Position, Body, Collider, TopDown, Weapon, Faction, Stats, Dash, Melee }
model Creature { Position, Body, Collider, Faction, Stats, Foe }
model WorldRules { Solids }
var frames: int = 0
var hero: int = -1
state CombatkitState {
frames: int = 0
hero: int = -1
}
@On(MeleeHit) handler H { print(5000 + target) }
@On(Crit) handler C { print(6000) }
handler Tick phase Update {
frames += 1
if frames == 1 {
handler Tick(combatkit_st: mut CombatkitState) phase Update {
combatkit_st.frames += 1
if combatkit_st.frames == 1 {
Map.size(20, 15)
Dungeon.arena(Dungeon.random_style(), '#', '.')
Dungeon.set_exit(Side.North, 'D')
@ -28,19 +30,19 @@ program CombatKit {
print(e.x * 1000 + e.y) # 153196
print(Dungeon.opposite(Side.West) * 10 + Dungeon.at_edge(IVec2.make(0, 3))) # 31
Weapon.def(name: "p", fire_rate: 10, damage: 10, speed: 8, spread: 0, pellets: 1, pattern: 0)
hero = spawn Hero { Position { x: 100, y: 100 }, Collider { w: 14, h: 20 }, Body { policy: 1 }, TopDown { move_speed: 4, aim_mode: AimMode.Manual, aim_angle: 0 }, Faction { id: 1 },
combatkit_st.hero = spawn Hero { Position { x: 100, y: 100 }, Collider { w: 14, h: 20 }, Body { policy: 1 }, TopDown { move_speed: 4, aim_mode: AimMode.Manual, aim_angle: 0 }, Faction { id: 1 },
Stats { hp: 100, max_hp: 100 }, Dash { frames: 3, speed: 9, cooldown_frames: 5 }, Melee { range: 30, damage: 7, knockback: 4 } }
Stats.add(hero, StatKind.CritPct, 100)
Stats.add(hero, StatKind.DamagePct, 50)
let c = Collider.center(hero); print(c.x * 1000 + c.y) # 107110
Stats.add(combatkit_st.hero, StatKind.CritPct, 100)
Stats.add(combatkit_st.hero, StatKind.DamagePct, 50)
let c = Collider.center(combatkit_st.hero); print(c.x * 1000 + c.y) # 107110
spawn Creature { Position { x: 120, y: 100 }, Collider { w: 14, h: 20 }, Body { policy: 1 }, Faction { id: 2 }, Stats { hp: 100, max_hp: 100, thorns: 3 }, Foe { n: 1 } }
Faction.set(1, 2, 2)
print(Melee.swing(hero)) # 1 hit (after 6000 and 5002)
print(Melee.swing(combatkit_st.hero)) # 1 hit (after 6000 and 5002)
for (s, f) in query [Stats, Foe] { print(s.hp) } # 80: 7 * 150% doubled by the crit
print(Stats.of(hero).hp) # 97: thorns
print(Dash.start(hero, 0, 0) * 10 + Dash.active(hero)) # 11
print(Stats.of(combatkit_st.hero).hp) # 97: thorns
print(Dash.start(combatkit_st.hero, 0, 0) * 10 + Dash.active(combatkit_st.hero)) # 11
print(Prefs.max("best", 5) * 10 + Prefs.max("best", 3)) # 10
}
if frames == 7 { print(700 + Dash.active(hero)); print(Position.of(hero).x); quit() } # 700 110
if combatkit_st.frames == 7 { print(700 + Dash.active(combatkit_st.hero)); print(Position.of(combatkit_st.hero).x); quit() } # 700 110
}
}