Phase 4a: machine states auto-number by declaration order
state KnightMenu = 0 { } -> state KnightMenu { }. Machine states now take their
value from declaration order (0,1,2,...); an explicit 'state Name = expr' still
works for the rare non-ordinal case. Removes the magic constants from state
machines (finding #13). Migrated combat.ludic's battle machine; chronorift golden
byte-identical (the ordinals match the old explicit 0-4). Reseeded, fixpoint
holds, test.sh 14/14.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4 changed files with 427 additions and 394 deletions
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@ -9,7 +9,7 @@ system Battle phase Update {
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for (e) in query [Stats, {Enemy}] {
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machine R_PHASE {
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state KnightMenu = 0 {
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state KnightMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 0 {
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if st.hp <= 0 {
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@ -46,7 +46,7 @@ system Battle phase Update {
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}
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}
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state KnightResolve = 1 {
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state KnightResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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@ -61,7 +61,7 @@ system Battle phase Update {
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}
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}
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state MageMenu = 2 {
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state MageMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 1 {
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if st.hp <= 0 {
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@ -95,7 +95,7 @@ system Battle phase Update {
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}
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}
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state MageResolve = 3 {
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state MageResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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@ -109,7 +109,7 @@ system Battle phase Update {
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}
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}
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state EnemyTurn = 4 {
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state EnemyTurn {
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if k != 0 {
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let done = 0
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for (t3) in query [Stats, {Party}] {
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