Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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examples/chronorift/world.ludic
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examples/chronorift/world.ludic
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# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
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component Pos { x: int = 0, y: int = 0 }
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component Actor { kind: int = 0 }
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component Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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component Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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archetype Player { Pos, Actor, Party, Stats } # the controllable knight
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archetype Ally { Party, Stats } # backline mage (no overworld body)
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archetype Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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const SPR_GRASS: int = 0
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const SPR_TREE: int = 1
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const SPR_PATH: int = 2
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const SPR_HOUSE: int = 3
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const SPR_DOOR: int = 4
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const SPR_HERO: int = 5
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const SPR_SLIME: int = 6
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const SPR_SKEL: int = 7
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const SPR_BOSS: int = 8
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const SPR_MAGE: int = 9
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const SPR_FLOOR: int = 10
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const SPR_WALL: int = 11
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const R_MODE: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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const R_PHASE: int = 1
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const R_CUR: int = 2
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const R_ENC: int = 3
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const R_ETYPE: int = 4 # 0 slime, 1 skeleton, 2 boss
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const R_PDMG: int = 5
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const R_EDMG: int = 6
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const R_GOLD: int = 7
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const R_MAP: int = 8 # 0 overworld, 1 dungeon
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const R_BOSS: int = 9 # boss defeated flag
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const R_ACK: int = 10 # debounce for end screens
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const R_POTION: int = 11 # potions in inventory
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