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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-05 01:12:26 +03:00
parent e3e1bc7784
commit bf36bc8a8f
103 changed files with 1256 additions and 1252 deletions

View file

@ -41,13 +41,13 @@ program RpgDemo {
var locked: int = 0
@On(MoveRequested) handler LockDoor { if (locked == 1) and (dx == 1) { cancel } }
var entered: int = 0
@On(TileEntered) handler CountEnter { entered = entered + 1 }
@On(TileEntered) handler CountEnter { entered += 1 }
var talked: int = 0
@On(Interacted) handler OnTalk { if target >= 0 { talked = talked + 1 } }
@On(Interacted) handler OnTalk { if target >= 0 { talked += 1 } }
var quest_done: int = 0
@On(QuestCompleted) handler OnQuestDone { quest_done = quest_done + 1 }
@On(QuestCompleted) handler OnQuestDone { quest_done += 1 }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function px(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "x")) }
function py(e: int) -> int { let P = World.prop_id("Position"); return World.get(e, P, World.field_id(P, "y")) }
@ -112,7 +112,7 @@ program RpgDemo {
let before = Inventory.count(h, "herb")
print(bi(Craft.can(h, "potion") == 1)) # 1
print(bi(Craft.make(h, "potion") == 1)) # 1 — consumed 2, produced 1
print(bi(Inventory.count(h, "herb") == before - 1)) # 1 — net -2 + 1
print(bi(Inventory.count(h, "herb") == before - 1)) # 1 — net -2 + 1
# ================= Module D: quests =================
Quest.define("hunt")
@ -126,7 +126,7 @@ program RpgDemo {
let dn0 = Dialog.node("elder", "hello")
let dn1 = Dialog.node("elder", "farewell")
Dialog.choice(dn0, "greet", dn1)
Dialog.choice(dn1, "leave", 0 - 1)
Dialog.choice(dn1, "leave", -1)
Dialog.start(h, "elder")
print(bi(Dialog.line(h) == "hello")) # 1 — entry node text
Dialog.choose(h, 0)