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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@ -19,7 +19,7 @@ program Combat {
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@export function damage(attack: int, armour: int, roll: int) -> int {
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var raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { raw = raw * CRIT_MULT }
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if roll == 20 { raw *= CRIT_MULT }
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return raw
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}
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@ -29,8 +29,8 @@ program Combat {
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var left = hp
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var n = 0
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while left > 0 {
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left = left - damage(attack, armour, 0)
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n = n + 1
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left -= damage(attack, armour, 0)
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n += 1
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}
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return n
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}
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