refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 03:07:29 +03:00
parent 9e4f4edb92
commit f516148e46
15 changed files with 73 additions and 169 deletions

View file

@ -23,10 +23,14 @@ event Died { e: int = 0, src: int = 0 }
event Healed { e: int = 0, amount: int = 0 }
event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
# the faction table: FAC_MAX ids square, every pair unset (faction.ludic)
const FAC_MAX: int = 32
function fac_table() -> words { return words(FAC_MAX * FAC_MAX) }
state GameplayState {
combat_reflecting: bool = false # thorns never reflect thorns
combat_pending: int = 0
fac_tbl: words = words(FAC_MAX * FAC_MAX)
fac_tbl: words = fac_table()
}
# the mutable channel for lever 6: listeners rewrite the pending damage here.