feat(controllers): #57 foundation — ludic.gameplay package + lever 5 (disable system)
Shared building blocks for the builtin gameplay controllers (#57): the ludic.gameplay source package (Cooldown timer, Stats + timed modifier stack, Faction table, Combat damage pipeline with cancel/mutable hooks), plus the compiler `disable system <esys_fn>` extensibility lever. Deterministic, integer-only; C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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packages/ludic.gameplay/combat.ludic
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packages/ludic.gameplay/combat.ludic
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# combat.ludic — the shared damage pipeline (#57 foundation).
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#
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# One place every family routes hits through, so buffs/armor/crits/lifesteal are
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# written once as event listeners rather than re-invented per genre. The pipeline
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# is the honest no-closure realisation of lever 4 (events) + lever 6 (a mutable
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# hook):
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#
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# 1. mitigate the raw amount by the target's effective defence (Stats.total);
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# 2. publish the pending amount and emit `cancellable DamageAboutToApply` —
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# a listener may veto the hit (cancel) or *rewrite the number* by calling
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# Combat.set_amount(n) (the mutable channel, since `emit` only returns the
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# cancelled flag);
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# 3. apply the final amount to Stats.hp, emit `Damaged`, and emit `Died` when hp
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# reaches zero.
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#
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# Determinism: integer arithmetic, fixed listener order, no wall-clock — a hit
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# replays identically. Combat never moves or despawns bodies itself; the game
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# reacts to `Died` (respawn, ragdoll, loot) so the policy stays with the game.
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event cancellable DamageAboutToApply { target: int = 0, src: int = 0, amount: int = 0 }
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event Damaged { target: int = 0, src: int = 0, amount: int = 0 }
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event Died { e: int = 0, src: int = 0 }
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event Healed { e: int = 0, amount: int = 0 }
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# the mutable channel for lever 6: listeners rewrite the pending damage here.
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var combat_pending: int = 0
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@Namespace(Combat) function combat_amount() -> int { return combat_pending }
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@Namespace(Combat) function combat_set_amount(n: int) -> void { combat_pending = n }
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# Combat.mitigate(target, raw) — raw minus effective defence, floored at 1 so any
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# landed hit chips at least a point (a common, tunable default). A game that wants
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# a different formula overrides via the DamageAboutToApply hook.
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@Namespace(Combat) function combat_mitigate(target: int, raw: int) -> int {
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let d = stats_total(target, 2) # stat 2 = def
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var v = raw - d
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if v < 1 { v = 1 }
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return v
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}
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# Combat.damage(target, src, amount) — the full pipeline. Returns the damage
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# actually applied (0 when vetoed or the target has no Stats/hp).
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@Namespace(Combat) function combat_damage(target: int, src: int, amount: int) -> int {
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let P = World.prop_id("Stats")
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if P < 0 { return 0 }
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if World.has(target, P) == 0 { return 0 }
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let fhp = World.field_id(P, "hp")
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if fhp < 0 { return 0 }
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combat_pending = combat_mitigate(target, amount)
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if emit DamageAboutToApply(target: target, src: src, amount: combat_pending) != 0 { return 0 }
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var dmg = combat_pending
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if dmg < 0 { dmg = 0 }
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var hp = World.get(target, P, fhp) - dmg
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if hp < 0 { hp = 0 }
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World.set(target, P, fhp, hp)
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emit Damaged(target: target, src: src, amount: dmg)
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if hp <= 0 { emit Died(e: target, src: src) }
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return dmg
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}
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# Combat.heal(e, amount) — restore hp, clamped to max_hp (effective, so a +max_hp
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# buff raises the ceiling), and emit `Healed`.
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@Namespace(Combat) function combat_heal(e: int, amount: int) -> void {
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let P = World.prop_id("Stats")
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if P < 0 { return }
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if World.has(e, P) == 0 { return }
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let fhp = World.field_id(P, "hp")
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if fhp < 0 { return }
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let cap = stats_total(e, 0) # stat 0 = max_hp
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var hp = World.get(e, P, fhp) + amount
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if (cap > 0) and (hp > cap) { hp = cap }
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World.set(e, P, fhp, hp)
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emit Healed(e: e, amount: amount)
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}
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