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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@ -34,9 +34,9 @@ program NpcAiDemo {
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@OnSpawn(Dummy) handler DInit { }
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var spotted: int = 0
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@On(TargetSpotted) handler OnSpot { spotted = spotted + 1 }
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@On(TargetSpotted) handler OnSpot { spotted += 1 }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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function gx(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "x")) }
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function gy(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "y")) }
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@ -52,7 +52,7 @@ program NpcAiDemo {
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let PBr = World.prop_id("Brain")
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var e = World.query_next(PS, 0)
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while e >= 0 { if World.has(e, PBr) == 0 { return e }; e = World.query_next(PS, e + 1) }
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return 0 - 1
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return -1
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}
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entry {
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@ -102,7 +102,7 @@ program NpcAiDemo {
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# ---- E. companion follower advances toward its leader ------------------
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spawn Ally { Position { x: 40, y: 40 }, Collider { w: 12, h: 12 },
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TopDown { move_speed: 3 }, Faction { id: 2 }, Stats { hp: 30, max_hp: 30 },
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Brain { model: 0 }, Follower { leader: 0 - 1, distance: 24 } }
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Brain { model: 0 }, Follower { leader: -1, distance: 24 } }
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# the ally is the Brain+Follower entity that isn't the enemy
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var ally = World.query_next(PBr, 0)
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while (ally >= 0) and (World.has(ally, World.prop_id("Follower")) == 0) { ally = World.query_next(PBr, ally + 1) }
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