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/lib/arena.ludic
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34
examples/lib/arena.ludic
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# ============================================================================
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# arena.ludic — a game that links the Ludic shared library next to it.
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#
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# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
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# ludicc examples/lib/arena.ludic -o build/arena -Lbuild -lcombat
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#
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# `extern fn` binds a name to a symbol resolved at link time. The library the
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# symbols come from happens to be written in Ludic, but nothing here depends on
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# that: the same declaration binds a C, Rust or Zig library just as well. This
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# is how Ludic reaches the outside world without a C shim.
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# ============================================================================
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game Arena {
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extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern fn xp_for(level: int, kills: int) -> int = "xp_for"
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component Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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system Boot phase Start {
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spawn Hero { Fighter = { hp = 40, attack = 12, armour = 3 } }
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spawn Orc { Fighter = { hp = 24, attack = 7, armour = 1 } }
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}
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system Fight phase Update {
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for (f) in query [Fighter] {
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print_int(damage(f.attack, f.armour, 0))
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print_int(damage(f.attack, f.armour, 20))
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print_int(hits_to_kill(f.hp, f.attack, f.armour))
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}
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print_int(xp_for(3, 4))
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quit()
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}
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}
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46
examples/lib/combat.ludic
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46
examples/lib/combat.ludic
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# ============================================================================
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# combat.ludic — a Ludic *library*, not a game.
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#
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# `module` instead of `game` means: no entry point, no frame loop. ludicc
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# compiles this to a real shared object —
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#
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# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
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#
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# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
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# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
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# engine, a test harness, a scripting host. Non-exported functions stay private
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# to the library.
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# ============================================================================
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module Combat {
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const CRIT_MULT: int = 2
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# damage after armour, with a crit multiplier applied on an exact roll
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export fn damage(attack: int, armour: int, roll: int) -> int {
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let raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { raw = raw * CRIT_MULT }
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return raw
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}
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# how many hits to drop a target — the loop is here so the caller cannot
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# accidentally disagree with `damage` about rounding
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export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
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let left = hp
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let n = 0
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while left > 0 {
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left = left - damage(attack, armour, 0)
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n = n + 1
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}
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return n
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}
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export fn xp_for(level: int, kills: int) -> int {
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return curve(level) * kills
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}
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# private: not exported, so it is not a symbol in the library
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fn curve(level: int) -> int {
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return 10 + level * level * 3
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}
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}
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