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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@ -84,33 +84,33 @@ handler Control phase Input {
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if tc != 'D' {
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if tc != 'S' {
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if tc != 'B' {
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if tc != 'h' {
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encounter = encounter - 1
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if encounter <= 0 {
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encounter = Random.range(4, 9)
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var et = 0
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if world_map == 1 { et = 1 }
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if world_map == 0 {
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if Random.chance(40) { et = 1 }
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}
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enemy_type = et
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if et == 0 {
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spawn Enemy {
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Actor { kind: 6 }
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Stats { hp: 18, maxhp: 18, mp: 0, maxmp: 0, atk: 8, def: 2, lvl: 1, xp: 7, guard: 0 }
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if tc != 'h' {
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encounter -= 1
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if encounter <= 0 {
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encounter = Random.range(4, 9)
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var et = 0
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if world_map == 1 { et = 1 }
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if world_map == 0 {
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if Random.chance(40) { et = 1 }
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}
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}
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if et == 1 {
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spawn Enemy {
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Actor { kind: 7 }
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Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
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enemy_type = et
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if et == 0 {
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spawn Enemy {
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Actor { kind: 6 }
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Stats { hp: 18, maxhp: 18, mp: 0, maxmp: 0, atk: 8, def: 2, lvl: 1, xp: 7, guard: 0 }
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}
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}
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if et == 1 {
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spawn Enemy {
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Actor { kind: 7 }
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Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
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}
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}
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game_mode = 1
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turn_phase = 0
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menu_cursor = 0
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}
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game_mode = 1
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turn_phase = 0
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menu_cursor = 0
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}
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}
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}
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}
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}
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@ -130,8 +130,8 @@ handler Shop phase Update {
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if is_confirm(k) {
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if menu_cursor == 0 {
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if gold >= 10 {
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gold = gold - 10
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potions = potions + 1
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gold -= 10
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potions += 1
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}
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}
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if menu_cursor == 1 { game_mode = 0 }
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