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>
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15 changed files with 73 additions and 169 deletions
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@ -23,10 +23,14 @@ event Died { e: int = 0, src: int = 0 }
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event Healed { e: int = 0, amount: int = 0 }
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event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
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# the faction table: FAC_MAX ids square, every pair unset (faction.ludic)
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const FAC_MAX: int = 32
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function fac_table() -> words { return words(FAC_MAX * FAC_MAX) }
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state GameplayState {
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combat_reflecting: bool = false # thorns never reflect thorns
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combat_pending: int = 0
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fac_tbl: words = words(FAC_MAX * FAC_MAX)
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fac_tbl: words = fac_table()
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}
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# the mutable channel for lever 6: listeners rewrite the pending damage here.
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