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

@ -31,20 +31,20 @@ program ShooterDemo {
@OnSpawn(Nest) handler NInit { }
var spawn_reqs: int = 0
@On(SpawnRequested) handler OnSpawnReq { spawn_reqs = spawn_reqs + 1 }
@On(SpawnRequested) handler OnSpawnReq { spawn_reqs += 1 }
var waves_cleared: int = 0
@On(WaveCleared) handler OnWaveClear { waves_cleared = waves_cleared + 1 }
@On(WaveCleared) handler OnWaveClear { waves_cleared += 1 }
var spawned: int = 0
@On(ProjectileSpawned) handler CountSpawn { spawned = spawned + 1 }
@On(ProjectileSpawned) handler CountSpawn { spawned += 1 }
var hits: int = 0
@On(ProjectileHit) handler CountHit { hits = hits + 1 }
@On(ProjectileHit) handler CountHit { hits += 1 }
# reap the dead (the realistic policy: a Died body leaves the world) so stale
# corpses do not sit in the faction/targeting scans.
var deaths: int = 0
@On(Died) handler Reap { deaths = deaths + 1; despawn e }
@On(Died) handler Reap { deaths += 1; despawn e }
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 hp_of(e: int) -> int {
let P = World.prop_id("Stats")
@ -57,7 +57,7 @@ program ShooterDemo {
let PT = World.prop_id("TopDown")
var e = World.query_next(PS, 0)
while e >= 0 { if World.has(e, PT) == 0 { return e }; e = World.query_next(PS, e + 1) }
return 0 - 1
return -1
}
# a mob still alive (hp > 0) — the dead one from an earlier test stays in the world.
function find_live_mob() -> int {
@ -69,7 +69,7 @@ program ShooterDemo {
if (World.has(e, PT) == 0) and (World.get(e, PS, fhp) > 0) { return e }
e = World.query_next(PS, e + 1)
}
return 0 - 1
return -1
}
entry {
@ -138,7 +138,7 @@ program ShooterDemo {
var f = 0
while (deaths == d0) and (f < 400) {
TopDown.fire(g, 1); tick_fixed(); TopDown.fire(g, 0); tick_fixed()
f = f + 1
f += 1
}
print(bi(deaths == d0 + 1)) # 1 — enemy destroyed (Died fired)