chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)

Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 18:54:21 +03:00
parent 0bc5d76952
commit fb728bbefe
73 changed files with 364 additions and 194 deletions

View file

@ -0,0 +1,172 @@
# combat.ludic — the co-op turn-based battle state machine.
# The battle is a state machine over the `turn_phase` variable. `machine`
# dispatches on its value and `become` transitions to a named state — no more
# `if ph == N` ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
# Menu selections, named instead of matched on bare integers (menu_cursor holds one).
enum KnightAct { Attack, Guard, Item, Flee }
enum MageAct { Attack, Heal, Guard }
handler Battle phase Update {
if game_mode == 1 {
let k = Input.key()
for (e) in query [Stats, {Enemy}] {
machine turn_phase {
state KnightMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 0 {
if st.hp <= 0 {
become MageMenu
menu_cursor = 0
} else {
if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
if k == 's' { menu_cursor = min(3, menu_cursor + 1) }
if is_confirm(k) {
match menu_cursor {
KnightAct.Attack => {
let d = max(1, st.atk - e.def + Random.range(0, 4))
e.hp = e.hp - d
player_hit = d
}
KnightAct.Guard => { st.guard = 1; player_hit = 0 }
KnightAct.Item => {
if potions > 0 {
potions = potions - 1
st.hp = min(st.maxhp, st.hp + 24)
player_hit = 24
} else { player_hit = 0 }
}
KnightAct.Flee => {
if Random.chance(50) { e.hp = 0; game_mode = 0 }
else { player_hit = 0 }
}
}
become KnightResolve
menu_cursor = 0
}
}
}
}
}
state KnightResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
gold = gold + e.xp
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
else { game_mode = 0 }
become KnightMenu
} else {
become MageMenu
menu_cursor = 0
}
}
}
state MageMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 1 {
if st.hp <= 0 {
become EnemyTurn
} else {
if k == 'i' { menu_cursor = max(0, menu_cursor - 1) }
if k == 'k' { menu_cursor = min(2, menu_cursor + 1) }
if k == 'j' {
match menu_cursor {
MageAct.Attack => {
let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
e.hp = e.hp - d
player_hit = d
}
MageAct.Heal => {
if st.mp >= 4 {
st.mp = st.mp - 4
for (t2, p2) in query [Stats, Party] {
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
}
player_hit = 16
} else { player_hit = 0 }
}
MageAct.Guard => { st.guard = 1; player_hit = 0 }
}
become MageResolve
menu_cursor = 0
}
}
}
}
}
state MageResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
gold = gold + e.xp
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
else { game_mode = 0 }
become KnightMenu
} else {
become EnemyTurn
}
}
}
state EnemyTurn {
if k != 0 {
var done = 0
for (t3) in query [Stats, {Party}] {
if done == 0 {
if t3.hp > 0 {
var ed = max(1, e.atk - t3.def + Random.range(0, 4))
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
t3.hp = t3.hp - ed
enemy_hit = ed
done = 1
}
}
}
var alive = 0
for (t4) in query [Stats, {Party}] {
if t4.hp > 0 { alive = alive + 1 }
}
if alive == 0 { game_mode = 2; ack = 0 }
else {
become KnightMenu
menu_cursor = 0
}
}
}
}
}
}
}
handler CleanBattle phase LateUpdate {
if game_mode != 1 {
for (e) in query [Stats, {Enemy}] {
despawn self()
}
}
}
handler Meta phase Update {
let k = Input.key()
if game_mode == 2 {
if k == 0 { ack = 1 }
if k != 0 {
if ack == 1 {
for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
game_mode = 0
}
}
}
if game_mode == 3 {
if k == 0 { ack = 1 }
if k != 0 {
if ack == 1 { game_mode = 0 }
}
}
}