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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@ -48,7 +48,7 @@ function mv_body_set(e: int, name: pointer, v: int) -> void {
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let P = World.prop_id("Body"); if P < 0 { return }
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let f = World.field_id(P, name); if f >= 0 { World.set(e, P, f, v) }
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}
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function mv_sign(a: int) -> int { if a > 0 { return 1 }; if a < 0 { return 0 - 1 }; return 0 }
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function mv_sign(a: int) -> int { if a > 0 { return 1 }; if a < 0 { return -1 }; return 0 }
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# is the destination cell walkable? Uses the Solids tilemap when configured,
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# otherwise the whole field is open.
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@ -159,19 +159,19 @@ function mover_free(e: int) -> void {
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let ax = mv_pos(e, "x") + mv_get(e, "facing_x") * step
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let ay = mv_pos(e, "y") + mv_get(e, "facing_y") * step
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let PP = World.prop_id("Position")
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if PP < 0 { return 0 - 1 }
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if PP < 0 { return -1 }
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var o = World.query_next(PP, 0)
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while o >= 0 {
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if o != e {
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let ox = World.get(o, PP, World.field_id(PP, "x"))
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let oy = World.get(o, PP, World.field_id(PP, "y"))
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let dx = ox - ax; let dy = oy - ay
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var adx = dx; if adx < 0 { adx = 0 - adx }
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var ady = dy; if ady < 0 { ady = 0 - ady }
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var adx = dx; if adx < 0 { adx = -adx }
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var ady = dy; if ady < 0 { ady = -ady }
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if (adx < step) and (ady < step) { emit Interacted(e: e, target: o); return o }
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}
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o = World.query_next(PP, o + 1)
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}
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emit Interacted(e: e, target: 0 - 1)
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return 0 - 1
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emit Interacted(e: e, target: -1)
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return -1
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}
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