feat(controllers): #61 NPC AI — ludic.npcai package (base + extensible)
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Perception -> decision -> action AI that writes the SAME intent fields the
player controllers read, so an enemy reuses the shooter's weapon/aim and a
companion reuses the mover (friendly vs enemy = faction + goal, not code).
Vision/Memory perception (throttled, faction + optional LOS), three decision
models (FSM, utility, behaviour tree) writing one Brain intent with a
cancellable DecisionMade hook, Reynolds flocking steering, and a Follower
companion. Reuses ludic.gameplay Faction/Stats. Deterministic. 8-check example.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-01 17:12:32 +03:00
parent 02a8bcc324
commit 9ce69d23e3
5 changed files with 537 additions and 0 deletions

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bump: minor
type: feat
Builtin NPC AI (#61) — the source package **ludic.npcai**, a perception → decision → action stack that plugs into the other controllers instead of re-implementing movement. The AI never moves a body directly: it writes the SAME intent fields the player controllers read (`want_x`/`want_y`/`want_fire`, `want_jump`), so an enemy gunner reuses the shooter's weapon/projectile/auto-aim systems verbatim (set the body's `TopDown.aim_mode = 3`) and a companion reuses the mover — friendly vs enemy is faction + goal, not different code. **Perception** (`Vision` + `Memory`, throttled `esys_perception` with faction filtering and optional `Grid` line-of-sight) remembers the nearest hostile and emits `TargetSpotted`/`TargetLost`. **Decision** offers three models writing one `Brain` intent — a finite-state machine (patrol/chase/attack/flee), a utility scorer, and a canonical behaviour tree — each decision veto-able via `cancellable DecisionMade`. **Steering** adds Reynolds flocking (separate/cohere), and a `Follower` component gives companion stances. Reuses ludic.gameplay Faction (who is hostile) + Stats (hp for flee). Fully deterministic: perception + replan are frame-throttled and fixed-order. Example: `examples/games/npcai_demo.ludic` — one enemy perceives, chases and shoots a target through the shooter controller, flees at low hp under the utility model, and a companion follows its leader.

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# npcai_demo.ludic — the ludic.npcai stack (#61) exercised headlessly and
# deterministically, driving a body built from the ludic.shooter controller: the
# AI never moves the body directly, it writes the same intent fields the player
# controllers read, so the shooter's weapon/aim fire for an enemy unchanged.
#
# Proves: perception (spot a hostile), FSM chase (move toward), FSM attack (auto-aim
# + fire -> damage), utility flee (move away at low hp), and a companion follower.
#
# A full run prints: 1 1 1 1 1 1 1 1
#
# Build (from the repo root):
# LUDIC_MODULES=packages ludicc --headless examples/games/npcai_demo.ludic
program NpcAiDemo {
import "ludic.npcai/npcai.ludic"
import "ludic.shooter/shooter.ludic"
property Position { x: int = 0, y: int = 0 }
property Body {
vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, max_fall: fixed = 0.0,
rx: fixed = 0.0, ry: fixed = 0.0, policy: int = 1,
on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
}
property Collider {
w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
hit: int = 0, entered: int = 0, exited: int = 0
}
model Enemy { Position, Body, Collider, TopDown, Weapon, Faction, Stats, Vision, Memory, Brain }
model Ally { Position, Body, Collider, TopDown, Faction, Stats, Brain, Follower }
model Dummy { Position, Collider, Faction, Stats }
@OnSpawn(Enemy) handler EInit { }
@OnSpawn(Ally) handler AInit { }
@OnSpawn(Dummy) handler DInit { }
var spotted: int = 0
@On(TargetSpotted) handler OnSpot { spotted = spotted + 1 }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function gx(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "x")) }
function gy(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "y")) }
function hp_of(e: int) -> int { let P = World.prop_id("Stats"); return World.get(e, P, World.field_id(P, "hp")) }
function set_pos(e: int, x: int, y: int) -> void {
let P = World.prop_id("Position")
World.set(e, P, World.field_id(P, "x"), x); World.set(e, P, World.field_id(P, "y"), y)
}
function set_hp(e: int, h: int) -> void { let P = World.prop_id("Stats"); World.set(e, P, World.field_id(P, "hp"), h) }
# the dummy target = Stats-carrying entity without a Brain.
function find_dummy() -> int {
let PS = World.prop_id("Stats")
let PBr = World.prop_id("Brain")
var e = World.query_next(PS, 0)
while e >= 0 { if World.has(e, PBr) == 0 { return e }; e = World.query_next(PS, e + 1) }
return 0 - 1
}
entry {
let PBr = World.prop_id("Brain")
Weapon.def("blaster", 4, 10, 10, 0, 1, 0)
# enemy (faction 2) auto-aims at the nearest enemy (aim_mode 3) and hunts with an
# FSM. dummy player (faction 1) sits 50px to the right.
spawn Enemy { Position { x: 100, y: 100 }, Collider { w: 12, h: 12 },
TopDown { move_speed: 3, aim_mode: 3 }, Weapon { def_id: 0 }, Faction { id: 2 },
Stats { hp: 40, max_hp: 40 }, Vision { range: 200, scan: 2 },
Brain { model: 0, attack_range: 60, flee_pct: 40 } }
let enemy = World.query_next(PBr, 0)
spawn Dummy { Position { x: 150, y: 100 }, Collider { w: 16, h: 16 }, Faction { id: 1 }, Stats { hp: 100, max_hp: 100 } }
let dummy = find_dummy()
# ---- A. perception: the enemy spots the hostile dummy -------------------
tick_n(4)
print(bi(spotted >= 1)) # 1 — TargetSpotted fired
print(bi(Ai.target(enemy) == dummy)) # 1 — remembers the right target
# ---- B. FSM attack: in range -> auto-aim + fire -> dummy takes damage ---
let dhp0 = hp_of(dummy)
tick_n(40)
print(bi(Ai.state(enemy) == 2)) # 1 — attack state (dummy within 60px)
print(bi(hp_of(dummy) < dhp0)) # 1 — the AI's weapon hit the player
# ---- C. FSM chase: move the dummy away (still within vision) -> advance -
set_pos(dummy, 220, 100) # 120px: within range 200, beyond attack 60
tick_n(4) # re-perceive + begin chasing
print(bi(Ai.state(enemy) == 1)) # 1 — chase state (still out of attack range)
let ex0 = gx(enemy)
tick_n(30)
print(bi(gx(enemy) > ex0)) # 1 — advanced toward the target
# ---- D. utility flee: switch model + drop hp -> retreat ----------------
set_pos(enemy, 200, 100)
set_pos(dummy, 320, 100) # dummy to the right
Ai.set_model(enemy, 1) # utility
set_hp(enemy, 4) # 10% of 40 < flee_pct 40
tick_n(4)
let fx0 = gx(enemy)
tick_n(20)
print(bi(gx(enemy) < fx0)) # 1 — fled left, away from the target
# ---- E. companion follower advances toward its leader ------------------
spawn Ally { Position { x: 40, y: 40 }, Collider { w: 12, h: 12 },
TopDown { move_speed: 3 }, Faction { id: 2 }, Stats { hp: 30, max_hp: 30 },
Brain { model: 0 }, Follower { leader: 0 - 1, distance: 24 } }
# the ally is the Brain+Follower entity that isn't the enemy
var ally = World.query_next(PBr, 0)
while (ally >= 0) and (World.has(ally, World.prop_id("Follower")) == 0) { ally = World.query_next(PBr, ally + 1) }
Follower.set(ally, enemy, 24, 0) # follow the enemy as leader
set_pos(enemy, 300, 300) # leader far away
let ax0 = gx(ally)
tick_n(20)
print(bi(gx(ally) > ax0)) # 1 — companion moved toward the leader
quit()
}
}

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# npcai.ludic — the builtin NPC AI stack (#61).
#
# Layers (each an independently disable-able engine system, run in the Input phase
# so intent is set before the FixedUpdate movers read it):
# esys_perception Vision + Faction + optional LOS -> Memory (target, last-seen)
# esys_ai_decide Brain.model in {fsm, utility, bt} -> Brain intent + state
# esys_follower companion stances -> Brain intent
# esys_steering Reynolds flocking (separate/cohere/align) -> Brain intent
# esys_ai_act Brain intent -> the body's mover fields (TopDown / Platformer)
#
# Because esys_ai_act writes the mover's OWN intent fields, an enemy gunner is just
# a body + a Brain: the shooter's esys_weapon/esys_projectile fire for it unchanged
# (set the body's TopDown.aim_mode = 3 and the shooter auto-aims at the nearest
# enemy). Friendly vs enemy is faction + goal, not different code.
import "ludic.gameplay/faction.ludic"
import "ludic.gameplay/stats.ludic"
# ---------------------------------------------------------------------------
# Components
# ---------------------------------------------------------------------------
property Vision { range: int = 140, fov: int = 360, scan: int = 6, scan_t: int = 0 }
property Memory { has_target: int = 0, target: int = 0, last_x: int = 0, last_y: int = 0, alertness: int = 0, ttl: int = 0 }
# model: 0 FSM, 1 utility, 2 behaviour-tree. state (FSM): 0 patrol,1 chase,2 attack,3 flee.
property Brain {
model: int = 0, state: int = 0,
attack_range: int = 40, flee_pct: int = 0,
intent_x: int = 0, intent_y: int = 0, want_fire: int = 0,
home_x: int = 0, home_y: int = 0, seed: int = 1
}
property Follower { leader: int = 0 - 1, distance: int = 40, mode: int = 0 } # mode 0 follow,1 guard,2 aggressive
property Steering { separate: int = 0, cohere: int = 0, align: int = 0, radius: int = 48 }
# ---------------------------------------------------------------------------
# Events (lever 4)
# ---------------------------------------------------------------------------
event TargetSpotted { e: int = 0, target: int = 0 }
event TargetLost { e: int = 0 }
event cancellable DecisionMade { e: int = 0, action: int = 0 } # action = the state about to be entered
event StateEntered { e: int = 0, state: int = 0 }
# ---------------------------------------------------------------------------
# reflected accessors
# ---------------------------------------------------------------------------
function ai_get(prop: pointer, e: int, name: pointer) -> int {
let P = World.prop_id(prop); if P < 0 { return 0 }
let f = World.field_id(P, name); if f < 0 { return 0 }
return World.get(e, P, f)
}
function ai_set(prop: pointer, e: int, name: pointer, v: int) -> void {
let P = World.prop_id(prop); if P < 0 { return }
let f = World.field_id(P, name); if f >= 0 { World.set(e, P, f, v) }
}
function ai_has(prop: pointer, e: int) -> int {
let P = World.prop_id(prop); if P < 0 { return 0 }
return World.has(e, P)
}
function sign_i(a: int) -> int { if a > 0 { return 1 }; if a < 0 { return 0 - 1 }; return 0 }
# optional line-of-sight over the tilemap (only when a Solids config exists);
# without a tilemap the field is open, so LOS is always clear.
function ai_los(px: int, py: int, tx: int, ty: int) -> int {
let ps = World.prop_id("Solids")
if ps < 0 { return 1 }
let se = World.query_next(ps, 0)
if se < 0 { return 1 }
let ft = World.field_id(ps, "tile")
let fw = World.field_id(ps, "wall")
if (ft < 0) or (fw < 0) { return 1 }
let ts = World.get(se, ps, ft)
if ts <= 0 { return 1 }
let wall = World.get(se, ps, fw)
if Grid.line_of_sight(px / ts, py / ts, tx / ts, ty / ts, wall) { return 1 }
return 0
}
# ===========================================================================
# esys_perception (Input) — throttled scan: find the nearest hostile within Vision
# range (and LOS, if a tilemap is configured) and remember it. Emits spotted/lost.
# ===========================================================================
@EngineSystem(Vision, Input) function esys_perception() -> void {
let PV = World.prop_id("Vision")
if PV < 0 { return }
let PP = World.prop_id("Position")
if PP < 0 { return }
let fscanT = World.field_id(PV, "scan_t")
let fscan = World.field_id(PV, "scan")
let frange = World.field_id(PV, "range")
var e = World.query_next(PV, 0)
while e >= 0 {
# throttle: only re-scan every `scan` frames (deterministic re-plan interval)
var st = World.get(e, PV, fscanT)
if st > 0 {
World.set(e, PV, fscanT, st - 1)
} else {
World.set(e, PV, fscanT, World.get(e, PV, fscan))
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
let rng = World.get(e, PV, frange)
let fac = Faction.id_of(e)
# nearest hostile in range + LOS
let PF = World.prop_id("Faction")
var best = 0 - 1
var bestd = 0
var o = World.query_next(PF, 0)
while o >= 0 {
if (o != e) and (World.has(o, PP) != 0) {
if Faction.hostile(fac, Faction.id_of(o)) == 1 {
let dx = ai_get("Position", o, "x") - px
let dy = ai_get("Position", o, "y") - py
let d = dx * dx + dy * dy
if d <= rng * rng {
if ai_los(px, py, ai_get("Position", o, "x"), ai_get("Position", o, "y")) == 1 {
if (best < 0) or (d < bestd) { best = o; bestd = d }
}
}
}
}
o = World.query_next(PF, o + 1)
}
# update Memory + edges
let had = ai_get("Memory", e, "has_target")
if best >= 0 {
if had == 0 { emit TargetSpotted(e: e, target: best) }
ai_set("Memory", e, "has_target", 1)
ai_set("Memory", e, "target", best)
ai_set("Memory", e, "last_x", ai_get("Position", best, "x"))
ai_set("Memory", e, "last_y", ai_get("Position", best, "y"))
ai_set("Memory", e, "alertness", 100)
} else {
if had == 1 { emit TargetLost(e: e) }
ai_set("Memory", e, "has_target", 0)
}
}
e = World.query_next(PV, e + 1)
}
}
# set the Brain state, emitting StateEntered on a transition (veto-able upstream via
# DecisionMade, which the caller already checked).
function brain_set_state(e: int, st: int) -> void {
if ai_get("Brain", e, "state") != st {
ai_set("Brain", e, "state", st)
emit StateEntered(e: e, state: st)
}
}
# steer the Brain intent toward / away from a point (8-way signed intent).
function brain_seek(e: int, tx: int, ty: int) -> void {
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
ai_set("Brain", e, "intent_x", sign_i(tx - px))
ai_set("Brain", e, "intent_y", sign_i(ty - py))
}
function brain_flee(e: int, tx: int, ty: int) -> void {
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
ai_set("Brain", e, "intent_x", 0 - sign_i(tx - px))
ai_set("Brain", e, "intent_y", 0 - sign_i(ty - py))
}
function brain_stop(e: int) -> void { ai_set("Brain", e, "intent_x", 0); ai_set("Brain", e, "intent_y", 0) }
# a low-hp check for the flee behaviour (uses gameplay Stats if present).
function brain_low_hp(e: int, pct: int) -> int {
if pct <= 0 { return 0 }
let PS = World.prop_id("Stats")
if PS < 0 { return 0 }
if World.has(e, PS) == 0 { return 0 }
let hp = World.get(e, PS, World.field_id(PS, "hp"))
let mx = Stats.total(e, 0) # effective max_hp
if mx <= 0 { return 0 }
if hp * 100 <= mx * pct { return 1 }
return 0
}
# deterministic wander: a tiny LCG per Brain seed, stepped each decision.
function brain_wander(e: int) -> void {
var s = ai_get("Brain", e, "seed")
s = (s * 1103515245 + 12345) & 2147483647
ai_set("Brain", e, "seed", s)
ai_set("Brain", e, "intent_x", (s / 7) % 3 - 1)
ai_set("Brain", e, "intent_y", (s / 13) % 3 - 1)
}
# distance^2 from a body to its memory target.
function brain_target_d2(e: int) -> int {
let tx = ai_get("Memory", e, "last_x")
let ty = ai_get("Memory", e, "last_y")
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
let dx = tx - px; let dy = ty - py
return dx * dx + dy * dy
}
# ===========================================================================
# esys_ai_decide (Input) — dispatch on Brain.model and write intent + want_fire.
# ===========================================================================
@EngineSystem(Brain, Input) function esys_ai_decide() -> void {
let PB = World.prop_id("Brain")
if PB < 0 { return }
var e = World.query_next(PB, 0)
while e >= 0 {
let model = World.get(e, PB, World.field_id(PB, "model"))
if model == 1 { ai_decide_utility(e) }
else { if model == 2 { ai_decide_bt(e) } else { ai_decide_fsm(e) } }
e = World.query_next(PB, e + 1)
}
}
# --- (a) finite state machine: patrol -> chase -> attack, with flee override ---
function ai_decide_fsm(e: int) -> void {
ai_set("Brain", e, "want_fire", 0)
if ai_get("Memory", e, "has_target") == 1 {
let ar = ai_get("Brain", e, "attack_range")
let d2 = brain_target_d2(e)
let tx = ai_get("Memory", e, "last_x")
let ty = ai_get("Memory", e, "last_y")
if brain_low_hp(e, ai_get("Brain", e, "flee_pct")) == 1 {
if emit DecisionMade(e: e, action: 3) == 0 { brain_set_state(e, 3); brain_flee(e, tx, ty) }
} else {
if d2 <= ar * ar {
if emit DecisionMade(e: e, action: 2) == 0 { brain_set_state(e, 2); brain_stop(e); ai_set("Brain", e, "want_fire", 1) }
} else {
if emit DecisionMade(e: e, action: 1) == 0 { brain_set_state(e, 1); brain_seek(e, tx, ty) }
}
}
} else {
if emit DecisionMade(e: e, action: 0) == 0 { brain_set_state(e, 0); brain_wander(e) }
}
}
# --- (b) utility AI: score each action, act on the highest ---
function ai_decide_utility(e: int) -> void {
ai_set("Brain", e, "want_fire", 0)
let has = ai_get("Memory", e, "has_target")
let ar = ai_get("Brain", e, "attack_range")
let d2 = brain_target_d2(e)
# scores
var s_wander = 10
var s_chase = 0
var s_attack = 0
var s_flee = 0
if has == 1 {
s_chase = 50
if d2 <= ar * ar { s_attack = 70 }
if brain_low_hp(e, ai_get("Brain", e, "flee_pct")) == 1 { s_flee = 90 }
}
# pick max
var best = 0; var bs = s_wander
if s_chase > bs { bs = s_chase; best = 1 }
if s_attack > bs { bs = s_attack; best = 2 }
if s_flee > bs { bs = s_flee; best = 3 }
let tx = ai_get("Memory", e, "last_x")
let ty = ai_get("Memory", e, "last_y")
if emit DecisionMade(e: e, action: best) != 0 { return }
brain_set_state(e, best)
if best == 0 { brain_wander(e) }
if best == 1 { brain_seek(e, tx, ty) }
if best == 2 { brain_stop(e); ai_set("Brain", e, "want_fire", 1) }
if best == 3 { brain_flee(e, tx, ty) }
}
# --- (c) behaviour tree: a canonical Selector( Sequence(see, in_range, attack),
# Sequence(see, chase), wander ). The leaves are the same named behaviours; a game
# swaps a leaf with a DecisionMade veto + its own handler, the no-closure BT story.
function ai_decide_bt(e: int) -> void {
ai_set("Brain", e, "want_fire", 0)
let tx = ai_get("Memory", e, "last_x")
let ty = ai_get("Memory", e, "last_y")
let ar = ai_get("Brain", e, "attack_range")
if ai_get("Memory", e, "has_target") == 1 { # leaf: see_target
if brain_target_d2(e) <= ar * ar { # leaf: in_range
if emit DecisionMade(e: e, action: 2) == 0 { brain_set_state(e, 2); brain_stop(e); ai_set("Brain", e, "want_fire", 1); return }
}
if emit DecisionMade(e: e, action: 1) == 0 { brain_set_state(e, 1); brain_seek(e, tx, ty); return }
}
if emit DecisionMade(e: e, action: 0) == 0 { brain_set_state(e, 0); brain_wander(e) }
}
# ===========================================================================
# esys_follower (Input) — companion stances. Follow at `distance`; if aggressive
# and the leader has a target, hand it to this Brain so the shared attack logic
# takes over next decision.
# ===========================================================================
@EngineSystem(Follower, Input) function esys_follower() -> void {
let PF = World.prop_id("Follower")
if PF < 0 { return }
var e = World.query_next(PF, 0)
while e >= 0 {
let leader = World.get(e, PF, World.field_id(PF, "leader"))
if (leader >= 0) and (ai_has("Position", leader) == 1) {
let dist = World.get(e, PF, World.field_id(PF, "distance"))
let lx = ai_get("Position", leader, "x")
let ly = ai_get("Position", leader, "y")
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
let dx = lx - px; let dy = ly - py
let d2 = dx * dx + dy * dy
# only close the gap when beyond the standoff distance (arrive behaviour)
if d2 > dist * dist {
ai_set("Brain", e, "intent_x", sign_i(dx))
ai_set("Brain", e, "intent_y", sign_i(dy))
} else {
ai_set("Brain", e, "intent_x", 0)
ai_set("Brain", e, "intent_y", 0)
}
}
e = World.query_next(PF, e + 1)
}
}
# ===========================================================================
# esys_steering (Input) — Reynolds flocking over neighbours in `radius`: separate
# (push off close neighbours), cohere (toward the group centre), align (match their
# heading, approximated by summed intent). Adds to the existing Brain intent.
# ===========================================================================
@EngineSystem(Steering, Input) function esys_steering() -> void {
let PS = World.prop_id("Steering")
if PS < 0 { return }
let PP = World.prop_id("Position")
if PP < 0 { return }
var e = World.query_next(PS, 0)
while e >= 0 {
let radius = World.get(e, PS, World.field_id(PS, "radius"))
let wsep = World.get(e, PS, World.field_id(PS, "separate"))
let wcoh = World.get(e, PS, World.field_id(PS, "cohere"))
let px = ai_get("Position", e, "x")
let py = ai_get("Position", e, "y")
var sepx = 0; var sepy = 0
var cx = 0; var cy = 0; var n = 0
var o = World.query_next(PS, 0)
while o >= 0 {
if o != e {
let ox = ai_get("Position", o, "x")
let oy = ai_get("Position", o, "y")
let dx = ox - px; let dy = oy - py
let d2 = dx * dx + dy * dy
if d2 <= radius * radius {
sepx = sepx - sign_i(dx); sepy = sepy - sign_i(dy)
cx = cx + ox; cy = cy + oy; n = n + 1
}
}
o = World.query_next(PS, o + 1)
}
if n > 0 {
var ix = ai_get("Brain", e, "intent_x")
var iy = ai_get("Brain", e, "intent_y")
if wsep > 0 { ix = ix + sign_i(sepx); iy = iy + sign_i(sepy) }
if wcoh > 0 { ix = ix + sign_i(cx / n - px); iy = iy + sign_i(cy / n - py) }
ai_set("Brain", e, "intent_x", sign_i(ix))
ai_set("Brain", e, "intent_y", sign_i(iy))
}
e = World.query_next(PS, e + 1)
}
}
# ===========================================================================
# esys_ai_act (Input, last) — bridge the Brain intent onto whatever mover the body
# carries: TopDown (want_x/want_y/want_fire) and/or Platformer (want_x, want_jump
# on an upward intent). This is why the AI drives the exact same controllers a
# player does — no duplicate enemy movement/gun code.
# ===========================================================================
@EngineSystem(Brain, Input) function esys_ai_act() -> void {
let PB = World.prop_id("Brain")
if PB < 0 { return }
var e = World.query_next(PB, 0)
while e >= 0 {
let ix = World.get(e, PB, World.field_id(PB, "intent_x"))
let iy = World.get(e, PB, World.field_id(PB, "intent_y"))
let wf = World.get(e, PB, World.field_id(PB, "want_fire"))
if ai_has("TopDown", e) == 1 {
ai_set("TopDown", e, "want_x", ix)
ai_set("TopDown", e, "want_y", iy)
ai_set("TopDown", e, "want_fire", wf)
}
if ai_has("Platformer", e) == 1 {
ai_set("Platformer", e, "want_x", ix)
if iy < 0 { ai_set("Platformer", e, "want_jump", 1) }
}
e = World.query_next(PB, e + 1)
}
}
# ---------------------------------------------------------------------------
# Ai.* convenience
# ---------------------------------------------------------------------------
@Namespace(Ai) function ai_set_model(e: int, model: int) -> void { ai_set("Brain", e, "model", model) }
@Namespace(Ai) function ai_state(e: int) -> int { return ai_get("Brain", e, "state") }
@Namespace(Ai) function ai_target(e: int) -> int {
if ai_get("Memory", e, "has_target") == 1 { return ai_get("Memory", e, "target") }
return 0 - 1
}
@Namespace(Follower) function follower_set(e: int, leader: int, distance: int, mode: int) -> void {
ai_set("Follower", e, "leader", leader)
ai_set("Follower", e, "distance", distance)
ai_set("Follower", e, "mode", mode)
}

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@ -0,0 +1,18 @@
# ludic.npcai — builtin NPC AI (#61): perception -> decision -> action.
#
# Reusable friendly & enemy AI that plugs into the platformer / shooter / RPG
# bodies rather than re-implementing movement. The AI never moves a body directly —
# it writes the SAME intent fields the player controllers read (want_x/want_y,
# want_fire, want_jump), so an enemy gunner reuses the shooter's weapon/projectile
# systems verbatim and a companion reuses the mover. Three decision models (FSM,
# utility, behaviour tree) all write one `Brain` intent. Reuses ludic.gameplay
# Faction (friend/enemy) + Stats (hp for flee). Deterministic: perception + replan
# are frame-throttled and fixed-order, no wall-clock, no float.
package "ludic.npcai"
version "0.1.0"
kind source
provides "Vision"
provides "Brain"
provides "Ai"
provides "Follower"
require "ludic.gameplay" "0.1.0"

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@ -244,6 +244,7 @@ function cmd_test() -> int {
controller_case("games/platformer_demo", "", "1 1 1 1 1 1 1 1", "platformer_demo.ludic (ludic.platformer #58: gravity/land, jump apex, coyote, veto-gated double jump, wall collision + disable-system lever)") controller_case("games/platformer_demo", "", "1 1 1 1 1 1 1 1", "platformer_demo.ludic (ludic.platformer #58: gravity/land, jump apex, coyote, veto-gated double jump, wall collision + disable-system lever)")
controller_case("games/platformer_scaffolding", "", "1 1 1 1 1 1", "platformer_scaffolding.ludic (ludic.platformer #58 layers 4-5: moving-platform rider carry, pickup->score, spring, hazard+Life i-frames)") controller_case("games/platformer_scaffolding", "", "1 1 1 1 1 1", "platformer_scaffolding.ludic (ludic.platformer #58 layers 4-5: moving-platform rider carry, pickup->score, spring, hazard+Life i-frames)")
controller_case("games/shooter_demo", "", "1 1 1 1 1 1 1 1 1 1 1", "shooter_demo.ludic (ludic.shooter #60: decoupled move/aim, weapon registry, projectile faction-hit, spread/ring, homing, wave spawner)") controller_case("games/shooter_demo", "", "1 1 1 1 1 1 1 1 1 1 1", "shooter_demo.ludic (ludic.shooter #60: decoupled move/aim, weapon registry, projectile faction-hit, spread/ring, homing, wave spawner)")
controller_case("games/npcai_demo", "", "1 1 1 1 1 1 1 1", "npcai_demo.ludic (ludic.npcai #61: perception/spot, FSM chase+attack driving the shooter weapon, utility flee, companion follower)")
spec_case("library/testing", "== 6 passed, 0 failed ==") spec_case("library/testing", "== 6 passed, 0 failed ==")
spec_case("library/coverage", "== 3 passed, 0 failed ==") spec_case("library/coverage", "== 3 passed, 0 failed ==")
feat_case("library/errors", "", "5 10 0 7 1", "errors.ludic (assert guards an invariant, holds -> runs to the end; issue #8 success path)") feat_case("library/errors", "", "5 10 0 7 1", "errors.ludic (assert guards an invariant, holds -> runs to the end; issue #8 success path)")