Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language: - Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time (selfhost/emit_color.ludic). - Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as subject.action; present() -> Screen.show(), clear -> Screen.clear, fill_rect -> Screen.fill_rectangle, etc. - Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:), reordered to the callee's parameters at emit time. - machine/become can run over a named program-scope var, not just a register. - Migrate examples off numeric registers to named vars; snake/menu/chronorift render byte-identical to the goldens and the bootstrap fixpoint is preserved. - Regenerate the checked-in seed (selfhost/ludicc.seed.ll). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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14 changed files with 11784 additions and 7493 deletions
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@ -1,50 +1,50 @@
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# combat.ludic — the co-op turn-based battle state machine.
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# The battle is a state machine over R_PHASE. `machine` dispatches on the
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# register and `become` transitions to a named state — no more `if ph == N`
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# ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
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# The battle is a state machine over the `turn_phase` variable. `machine`
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# dispatches on its value and `become` transitions to a named state — no more
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# `if ph == N` ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
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# Menu selections, named instead of matched on bare integers (R_CUR holds one).
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# Menu selections, named instead of matched on bare integers (menu_cursor holds one).
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enum KnightAct { Attack, Guard, Item, Flee }
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enum MageAct { Attack, Heal, Guard }
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handler Battle phase Update {
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if reg(R_MODE) == 1 {
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let k = key()
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if game_mode == 1 {
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let k = Input.key()
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for (e) in query [Stats, {Enemy}] {
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machine R_PHASE {
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machine turn_phase {
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state KnightMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 0 {
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if st.hp <= 0 {
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become MageMenu
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set_reg(R_CUR, 0)
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menu_cursor = 0
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} else {
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if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
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if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
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if k == 's' { menu_cursor = min(3, menu_cursor + 1) }
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if is_confirm(k) {
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match reg(R_CUR) {
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match menu_cursor {
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KnightAct.Attack => {
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let d = max(1, st.atk - e.def + rng_range(0, 4))
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let d = max(1, st.atk - e.def + Random.range(0, 4))
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e.hp = e.hp - d
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set_reg(R_PDMG, d)
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player_hit = d
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}
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KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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KnightAct.Guard => { st.guard = 1; player_hit = 0 }
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KnightAct.Item => {
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if reg(R_POTION) > 0 {
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set_reg(R_POTION, reg(R_POTION) - 1)
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if potions > 0 {
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potions = potions - 1
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st.hp = min(st.maxhp, st.hp + 24)
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set_reg(R_PDMG, 24)
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} else { set_reg(R_PDMG, 0) }
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player_hit = 24
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} else { player_hit = 0 }
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}
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KnightAct.Flee => {
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if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
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else { set_reg(R_PDMG, 0) }
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if Random.chance(50) { e.hp = 0; game_mode = 0 }
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else { player_hit = 0 }
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}
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}
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become KnightResolve
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set_reg(R_CUR, 0)
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menu_cursor = 0
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}
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}
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}
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@ -55,13 +55,13 @@ handler Battle phase Update {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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gold = gold + e.xp
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if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
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else { game_mode = 0 }
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become KnightMenu
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} else {
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become MageMenu
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set_reg(R_CUR, 0)
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menu_cursor = 0
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}
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}
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}
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@ -72,14 +72,14 @@ handler Battle phase Update {
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if st.hp <= 0 {
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become EnemyTurn
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} else {
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if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
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if k == 'i' { menu_cursor = max(0, menu_cursor - 1) }
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if k == 'k' { menu_cursor = min(2, menu_cursor + 1) }
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if k == 'j' {
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match reg(R_CUR) {
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match menu_cursor {
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MageAct.Attack => {
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let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
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let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
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e.hp = e.hp - d
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set_reg(R_PDMG, d)
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player_hit = d
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}
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MageAct.Heal => {
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if st.mp >= 4 {
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@ -87,13 +87,13 @@ handler Battle phase Update {
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for (t2, p2) in query [Stats, Party] {
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if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
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}
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set_reg(R_PDMG, 16)
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} else { set_reg(R_PDMG, 0) }
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player_hit = 16
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} else { player_hit = 0 }
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}
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MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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MageAct.Guard => { st.guard = 1; player_hit = 0 }
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}
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become MageResolve
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set_reg(R_CUR, 0)
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menu_cursor = 0
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}
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}
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}
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@ -104,9 +104,9 @@ handler Battle phase Update {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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gold = gold + e.xp
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if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
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else { game_mode = 0 }
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become KnightMenu
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} else {
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become EnemyTurn
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@ -120,10 +120,10 @@ handler Battle phase Update {
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for (t3) in query [Stats, {Party}] {
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if done == 0 {
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if t3.hp > 0 {
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var ed = max(1, e.atk - t3.def + rng_range(0, 4))
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var ed = max(1, e.atk - t3.def + Random.range(0, 4))
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if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
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t3.hp = t3.hp - ed
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set_reg(R_EDMG, ed)
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enemy_hit = ed
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done = 1
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}
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}
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@ -132,10 +132,10 @@ handler Battle phase Update {
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for (t4) in query [Stats, {Party}] {
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if t4.hp > 0 { alive = alive + 1 }
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}
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if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
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if alive == 0 { game_mode = 2; ack = 0 }
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else {
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become KnightMenu
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set_reg(R_CUR, 0)
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menu_cursor = 0
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}
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}
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}
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@ -145,7 +145,7 @@ handler Battle phase Update {
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}
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handler CleanBattle phase LateUpdate {
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if reg(R_MODE) != 1 {
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if game_mode != 1 {
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for (e) in query [Stats, {Enemy}] {
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despawn self()
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}
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@ -153,20 +153,20 @@ handler CleanBattle phase LateUpdate {
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}
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handler Meta phase Update {
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let k = key()
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if reg(R_MODE) == 2 {
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if k == 0 { set_reg(R_ACK, 1) }
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let k = Input.key()
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if game_mode == 2 {
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if k == 0 { ack = 1 }
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if k != 0 {
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if reg(R_ACK) == 1 {
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if ack == 1 {
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for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
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set_reg(R_MODE, 0)
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game_mode = 0
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}
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}
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}
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if reg(R_MODE) == 3 {
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if k == 0 { set_reg(R_ACK, 1) }
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if game_mode == 3 {
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if k == 0 { ack = 1 }
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if k != 0 {
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if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
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if ack == 1 { game_mode = 0 }
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}
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}
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}
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