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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@ -37,11 +37,11 @@ function z_bits(need: int) -> int {
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return 0
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}
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val = (val | (z_src[z_pos] << z_bitcnt))
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z_pos = z_pos + 1
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z_bitcnt = z_bitcnt + 8
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z_pos += 1
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z_bitcnt += 8
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}
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z_bitbuf = (val >> need)
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z_bitcnt = z_bitcnt - need
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z_bitcnt -= need
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return (val & ((1 << need) - 1))
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}
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@ -59,7 +59,7 @@ function z_table_build(table: words, lengths: words, n: int) -> void {
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}
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for s in 0 .. n {
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let l = lengths[s]
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table[l] = table[l] + 1
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table[l] += 1
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}
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table[0] = 0 # length 0 means "not present"
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# offset of each length's first symbol
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@ -72,7 +72,7 @@ function z_table_build(table: words, lengths: words, n: int) -> void {
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let l = lengths[s]
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if l != 0 {
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table[16 + offs[l]] = s
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offs[l] = offs[l] + 1
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offs[l] += 1
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}
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}
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free(offs)
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@ -88,7 +88,7 @@ function z_decode(table: words) -> int {
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if code - first < count {
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return table[16 + index + (code - first)]
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}
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index = index + count
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index += count
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first = ((first + count) << 1)
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code = (code << 1)
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}
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@ -130,14 +130,14 @@ function z_stored(out: pointer, at: int, cap: int) -> int {
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z_bitcnt = 0 # stored blocks are byte-aligned
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if z_pos + 4 > z_len { return -1 }
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let n = z_src[z_pos] + (z_src[z_pos + 1] << 8)
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z_pos = z_pos + 4 # LEN then its one's complement
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z_pos += 4 # LEN then its one's complement
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var w = at
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for i in 0 .. n {
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if z_pos >= z_len { return -1 }
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if w >= cap { return -1 }
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out[w] = z_src[z_pos]
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w = w + 1
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z_pos = z_pos + 1
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w += 1
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z_pos += 1
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}
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return w
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}
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@ -151,7 +151,7 @@ function z_codes(out: pointer, at: int, cap: int, lit: pointer, dist: pointer) -
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if sym < 256 {
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if w >= cap { return -1 }
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out[w] = sym
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w = w + 1
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w += 1
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}
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if sym > 256 {
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let s = sym - 257
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@ -164,7 +164,7 @@ function z_codes(out: pointer, at: int, cap: int, lit: pointer, dist: pointer) -
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for k in 0 .. length {
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if w >= cap { return -1 }
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out[w] = out[w - distance]
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w = w + 1
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w += 1
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}
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}
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sym = z_decode(lit)
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@ -208,7 +208,7 @@ function z_dynamic_tables(lit: pointer, dist: pointer) -> int {
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if sym < 0 { return 0 }
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if sym < 16 {
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lengths[n] = sym
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n = n + 1
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n += 1
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}
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if sym >= 16 {
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var prev = 0
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@ -223,7 +223,7 @@ function z_dynamic_tables(lit: pointer, dist: pointer) -> int {
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for k in 0 .. rep {
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if n < 320 {
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lengths[n] = prev
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n = n + 1
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n += 1
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}
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}
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}
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@ -294,14 +294,14 @@ function z_gunzip(src: pointer, len: int, out: pointer, cap: int) -> int {
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pos = pos + 2 + xlen
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}
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if (flg & 8) != 0 { # FNAME: NUL-terminated
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while pos < len and src[pos] != 0 { pos = pos + 1 }
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pos = pos + 1
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while pos < len and src[pos] != 0 { pos += 1 }
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pos += 1
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}
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if (flg & 16) != 0 { # FCOMMENT: NUL-terminated
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while pos < len and src[pos] != 0 { pos = pos + 1 }
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pos = pos + 1
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while pos < len and src[pos] != 0 { pos += 1 }
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pos += 1
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}
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if (flg & 2) != 0 { pos = pos + 2 } # FHCRC: 2-byte header CRC
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if (flg & 2) != 0 { pos += 2 } # FHCRC: 2-byte header CRC
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if pos + 8 > len { return -1 }
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return z_inflate(offset(src, pos), len - pos - 8, out, cap)
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}
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