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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@ -23,7 +23,7 @@ program NetDemo {
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@ToServer event Move { dx: int = 0 } # client → server RPC
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@On(Move) handler DoMove { # the authority applies input
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for (Pos) in query [Pos, {Ship}] { Pos.x = Pos.x + dx }
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for (Pos) in query [Pos, {Ship}] { Pos.x += dx }
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}
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entry {
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@ -9,16 +9,16 @@
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program NetEcho {
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entry {
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let out = bytes(4)
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out[0] = 10
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out[0] = '\n'
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out[1] = 20
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out[2] = 30
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out[3] = 42
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out[3] = '*'
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net_send(0, out, 4) # onto the wire (the built-in loopback)
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let inb = bytes(64)
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let n = net_poll(inb, 64) # take the next datagram back off
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print(n) # 4
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var i = 0
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while i < n { print(inb[i]); i = i + 1 } # 10 20 30 42
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while i < n { print(inb[i]); i += 1 } # 10 20 30 42
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}
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}
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@ -16,8 +16,8 @@ program NetRoles {
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property Score { n: int = 0 }
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model Board { Score }
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handler Both phase Update { for (Score) in query [Score] { Score.n = Score.n + 1 } } # runs everywhere
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@Server handler ServerOnly phase Update { for (Score) in query [Score] { Score.n = Score.n + 100 } } # authority only
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handler Both phase Update { for (Score) in query [Score] { Score.n += 1 } } # runs everywhere
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@Server handler ServerOnly phase Update { for (Score) in query [Score] { Score.n += 100 } } # authority only
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entry {
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spawn Board { Score { n: 0 } }
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@ -15,7 +15,7 @@ program NetRpc {
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@ToServer event Fire { dir: int = 0 }
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@On(Fire) handler OnFire {
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for (Log) in query [Log] { Log.hits = Log.hits + dir }
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for (Log) in query [Log] { Log.hits += dir }
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}
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entry {
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