refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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103 changed files with 1256 additions and 1252 deletions
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@ -20,8 +20,8 @@ program Cancel {
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# the realistic shape: only apply the effect when the decision isn't vetoed
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var hp = 100
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if emit BeforeHurt(amount: 8) == 0 { hp = hp - 8 } # allowed -> 92
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if emit BeforeHurt(amount: 50) == 0 { hp = hp - 50 } # vetoed -> unchanged
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if emit BeforeHurt(amount: 8) == 0 { hp -= 8 } # allowed -> 92
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if emit BeforeHurt(amount: 50) == 0 { hp -= 50 } # vetoed -> unchanged
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print(hp) # 92
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}
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}
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@ -17,7 +17,7 @@ program LayerEvents {
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}
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layer Ctrl {
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handler Drive phase LateUpdate {
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step = step + 1
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step += 1
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if step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
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if step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
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if step == 3 { quit() } # frame 3: after Draw ran again
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@ -6,7 +6,7 @@ program ModEvents {
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var total: int = 0
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event Damage { amount: int = 0 }
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@On(Damage) handler Native { print(amount) } # prints each hit
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@On(Damage) handler Accum { total = total + amount } # sums them
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@On(Damage) handler Accum { total += amount } # sums them
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entry {
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emit Damage(amount: 10) # Native prints 10
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@ -11,8 +11,8 @@ program ProgramEvents {
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@Public @OnStart handler Boot { print(1) } # -> program_start
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@Public @OnQuit handler Bye { print(2) } # -> program_quit
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@On(program_start) handler ModInit { print(100) } # mod boots after the game
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@On(program_quit) handler ModDone { print(200) } # mod tears down as the game exits
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@On(program_start) handler ModInit { print(100) } # mod boots after the game
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@On(program_quit) handler ModDone { print(200) } # mod tears down as the game exits
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handler Run phase Update { quit() }
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}
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@ -11,7 +11,7 @@ program Recurse {
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event Ping { }
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event Pong { }
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@On(Ping) handler A { n = n + 1; emit Pong() } # each Ping deepens by one Pong
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@On(Ping) handler A { n += 1; emit Pong() } # each Ping deepens by one Pong
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@On(Pong) handler B { emit Ping() } # ...and each Pong by one Ping
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entry {
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@ -8,7 +8,7 @@ program Scoped {
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model Unit { Health }
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var fires: int = 0
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event Tick { }
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@On(Tick) handler OnTick { for (Health) in query [Health, {Unit}] { fires = fires + 1 } }
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@On(Tick) handler OnTick { for (Health) in query [Health, {Unit}] { fires += 1 } }
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entry {
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spawn Unit { Health { hp: 1 } }
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