Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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139 changed files with 58981 additions and 43671 deletions
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@ -21,6 +21,9 @@ event cancellable DamageAboutToApply { target: int = 0, src: int = 0, amount: in
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event Damaged { target: int = 0, src: int = 0, amount: int = 0 }
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event Died { e: int = 0, src: int = 0 }
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event Healed { e: int = 0, amount: int = 0 }
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event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
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var combat_reflecting: bool = false # thorns never reflect thorns
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# the mutable channel for lever 6: listeners rewrite the pending damage here.
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var combat_pending: int = 0
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@ -47,7 +50,11 @@ var combat_pending: int = 0
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let fhp = World.field_id(P, "hp")
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if fhp < 0 { return 0 }
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combat_pending = combat_mitigate(target, amount)
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# the attacker's build: damage_pct, then a crit_pct chance to double
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var raw = amount * stats_field(src, "damage_pct", 100) / 100
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let crit = stats_field(src, "crit_pct", 0)
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if (crit > 0) and Random.chance(percent: crit) { raw = raw * 2; emit Crit(target: target, src: src) }
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combat_pending = combat_mitigate(target, raw)
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if emit DamageAboutToApply(target: target, src: src, amount: combat_pending) != 0 { return 0 }
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var dmg = combat_pending
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if dmg < 0 { dmg = 0 }
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@ -57,6 +64,17 @@ var combat_pending: int = 0
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World.set(target, P, fhp, hp)
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emit Damaged(target: target, src: src, amount: dmg)
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if hp <= 0 { emit Died(e: target, src: src) }
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# the attacker's leech, and the defender's thorns (never reflected back again)
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if dmg > 0 {
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let leech = stats_field(src, "leech_pct", 0)
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if (leech > 0) and Random.chance(percent: leech) { combat_heal(src, stats_field(src, "leech_hp", 1)) }
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let thorns = stats_field(target, "thorns", 0)
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if (thorns > 0) and (src != target) and (not combat_reflecting) and (World.has(src, P) != 0) {
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combat_reflecting = true
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combat_damage(src, target, thorns)
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combat_reflecting = false
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}
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}
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return dmg
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}
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