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

@ -14,23 +14,13 @@
const QUEST_MAX: int = 128
const OBJ_MAX: int = 512
var quest_reg: Dict = null # quest name -> id
var quest_n: int = 0
var quest_state: words = null
var obj_n: int = 0
var obj_qid: words = null # owning quest id
var obj_kind: words = null
var obj_target: words = null # a target id/tag (kind-specific; 0 = any)
var obj_need: words = null
var obj_have: words = null
var quest_flags: Dict = null # global flag store
function quest_ensure() -> void {
if quest_reg == null {
quest_reg = Dict.new(); quest_flags = Dict.new()
quest_state = words(QUEST_MAX)
obj_qid = words(OBJ_MAX); obj_kind = words(OBJ_MAX); obj_target = words(OBJ_MAX)
obj_need = words(OBJ_MAX); obj_have = words(OBJ_MAX)
function quest_ensure(rpg_st: mut RpgState) -> void {
if rpg_st.quest_reg == null {
rpg_st.quest_reg = Dict.new(); rpg_st.quest_flags = Dict.new()
rpg_st.quest_state = words(QUEST_MAX)
rpg_st.obj_qid = words(OBJ_MAX); rpg_st.obj_kind = words(OBJ_MAX); rpg_st.obj_target = words(OBJ_MAX)
rpg_st.obj_need = words(OBJ_MAX); rpg_st.obj_have = words(OBJ_MAX)
}
}
@ -39,48 +29,48 @@ event QuestCompleted { quest: int = 0 }
event ObjectiveProgressed { quest: int = 0, objective: int = 0, have: int = 0, need: int = 0 }
# Quest.define(name) — register a quest (state hidden). Returns id.
@Namespace(Quest) function quest_define(name: pointer) -> int {
quest_ensure()
if quest_n >= QUEST_MAX { return -1 }
let id = quest_n
quest_state[id] = 0
quest_n += 1
Dict.set(quest_reg, name, id)
@Namespace(Quest) function quest_define(rpg_st: mut RpgState, name: pointer) -> int {
quest_ensure(rpg_st)
if rpg_st.quest_n >= QUEST_MAX { return -1 }
let id = rpg_st.quest_n
rpg_st.quest_state[id] = 0
rpg_st.quest_n += 1
Dict.set(rpg_st.quest_reg, name, id)
return id
}
@Namespace(Quest) function quest_id(name: pointer) -> int { quest_ensure(); return Dict.get_or(quest_reg, name, -1) }
@Namespace(Quest) function quest_id(rpg_st: mut RpgState, name: pointer) -> int { quest_ensure(rpg_st); return Dict.get_or(rpg_st.quest_reg, name, -1) }
# Quest.objective(quest_name, kind, target, need) — add an objective.
@Namespace(Quest) function quest_objective(quest_name: pointer, kind: int, target: int, need: int) -> int {
quest_ensure()
let qid = quest_id(quest_name)
@Namespace(Quest) function quest_objective(rpg_st: mut RpgState, quest_name: pointer, kind: int, target: int, need: int) -> int {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, quest_name)
if qid < 0 { return -1 }
if obj_n >= OBJ_MAX { return -1 }
let id = obj_n
obj_qid[id] = qid; obj_kind[id] = kind; obj_target[id] = target
obj_need[id] = need; obj_have[id] = 0
obj_n += 1
if rpg_st.obj_n >= OBJ_MAX { return -1 }
let id = rpg_st.obj_n
rpg_st.obj_qid[id] = qid; rpg_st.obj_kind[id] = kind; rpg_st.obj_target[id] = target
rpg_st.obj_need[id] = need; rpg_st.obj_have[id] = 0
rpg_st.obj_n += 1
return id
}
# Quest.start(name) — activate a quest (emits QuestStarted).
@Namespace(Quest) function quest_start(name: pointer) -> void {
quest_ensure()
let qid = quest_id(name)
@Namespace(Quest) function quest_start(rpg_st: mut RpgState, name: pointer) -> void {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, name)
if qid < 0 { return }
quest_state[qid] = 2
rpg_st.quest_state[qid] = 2
emit QuestStarted(quest: qid)
}
@Namespace(Quest) function quest_state_of(name: pointer) -> int {
quest_ensure()
let qid = quest_id(name)
@Namespace(Quest) function quest_state_of(rpg_st: mut RpgState, name: pointer) -> int {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, name)
if qid < 0 { return -1 }
return quest_state[qid]
return rpg_st.quest_state[qid]
}
# is every objective of a quest satisfied?
function quest_all_done(qid: int) -> int {
function quest_all_done(rpg_st: RpgState, qid: int) -> int {
var i = 0
while i < obj_n {
if obj_qid[i] == qid { if obj_have[i] < obj_need[i] { return 0 } }
while i < rpg_st.obj_n {
if rpg_st.obj_qid[i] == qid { if rpg_st.obj_have[i] < rpg_st.obj_need[i] { return 0 } }
i += 1
}
return 1
@ -89,20 +79,20 @@ function quest_all_done(qid: int) -> int {
# Quest.notify(kind, target, amount) — report a gameplay signal. Every ACTIVE
# quest's matching objectives tick up (target 0 on the objective = "any"); a quest
# whose objectives are all met auto-completes.
@Namespace(Quest) function quest_notify(kind: int, target: int, amount: int) -> void {
quest_ensure()
@Namespace(Quest) function quest_notify(rpg_st: mut RpgState, kind: int, target: int, amount: int) -> void {
quest_ensure(rpg_st)
var i = 0
while i < obj_n {
let qid = obj_qid[i]
if quest_state[qid] == 2 {
if obj_kind[i] == kind {
if (obj_target[i] == 0) or (obj_target[i] == target) {
if obj_have[i] < obj_need[i] {
obj_have[i] += amount
if obj_have[i] > obj_need[i] { obj_have[i] = obj_need[i] }
emit ObjectiveProgressed(quest: qid, objective: i, have: obj_have[i], need: obj_need[i])
if quest_all_done(qid) == 1 {
quest_state[qid] = 3
while i < rpg_st.obj_n {
let qid = rpg_st.obj_qid[i]
if rpg_st.quest_state[qid] == 2 {
if rpg_st.obj_kind[i] == kind {
if (rpg_st.obj_target[i] == 0) or (rpg_st.obj_target[i] == target) {
if rpg_st.obj_have[i] < rpg_st.obj_need[i] {
rpg_st.obj_have[i] += amount
if rpg_st.obj_have[i] > rpg_st.obj_need[i] { rpg_st.obj_have[i] = rpg_st.obj_need[i] }
emit ObjectiveProgressed(quest: qid, objective: i, have: rpg_st.obj_have[i], need: rpg_st.obj_need[i])
if quest_all_done(rpg_st, qid) == 1 {
rpg_st.quest_state[qid] = 3
emit QuestCompleted(quest: qid)
}
}
@ -114,5 +104,5 @@ function quest_all_done(qid: int) -> int {
}
# ---- global flag store (branching / world state) --------------------------
@Namespace(Quest) function quest_flag(name: pointer, value: int) -> void { quest_ensure(); Dict.set(quest_flags, name, value) }
@Namespace(Quest) function quest_flag_get(name: pointer) -> int { quest_ensure(); return Dict.get_or(quest_flags, name, 0) }
@Namespace(Quest) function quest_flag(rpg_st: mut RpgState, name: pointer, value: int) -> void { quest_ensure(rpg_st); Dict.set(rpg_st.quest_flags, name, value) }
@Namespace(Quest) function quest_flag_get(rpg_st: mut RpgState, name: pointer) -> int { quest_ensure(rpg_st); return Dict.get_or(rpg_st.quest_flags, name, 0) }