# ludic.base The vocabulary a game made of mechanic packages shares. A mechanic (fishing, needs, a shop, the weather) depends on `ludic.base` and on nothing else - never on another mechanic. The game is the only code that knows two mechanics, and it wires them together. (`ludic.core` is a different, older package: the engine's canonical ECS components, used by the examples under `examples/library/`.) ```ludic import "ludic.base" ``` ## The rules 1. **A mechanic uses only this.** Its module line says so - `module ludic_clock uses ludic_base` - and the compiler refuses a reference into any other module, a package's included. Its tests are one program: `ludic.base`, the mechanic, and a fake for each port. 2. **Ports for questions.** What a mechanic needs to ASK the world is a `port` it owns (`export port FishingWorld { is_water: fn(float, float) -> bool }`), in primitive and `ludic.base` types only. The game binds it once, as a declaration (`bind FishingWorld { is_water: fn lake }`), and the compiler refuses a program that uses a port with a required member and never binds it. A member with a default may be left out. 3. **Queues for facts.** What HAPPENED is pushed onto a `Queue` the mechanic owns (`caught`) and drained by the game in a later phase. A mechanic never acts on another's behalf. 4. **Verbs for changes.** A mechanic's data is its `state` (`ToyFishingState`), handed to its functions as a parameter, and it changes only through its exported functions (`fishing_cast`, `pack_add`). Nothing writes another module's state; a function value (`fn fishing_tick`) is called with its states supplied, so a system never passes them itself. 5. **Phases for order.** A system names its phase; within a phase the game's list is the order. No system says "after fishing". 6. **Its own save section.** Each system saves under its own key with its own version and migrates its own old versions in `load`. A missing section is a reset. 7. **Its own dice.** A mechanic is handed an `Rng`, never draws from `Random.*`, so moving it cannot shift anyone else's rolls. ## The API | | | | --- | --- | | `Tick { dt, frame, hours }`, `tick_new(dt, frame, hours)` | what a system's tick receives | | `PH_INPUT`, `PH_SENSE`, `PH_SIMULATE`, `PH_RESOLVE`, `PH_COMMIT`, `PH_PRESENT`, `PH_COUNT` | the phases, in the order they run | | `Queue`, `queue_new(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out (`queue_new`, not `q_new`: that name is render3d's quaternion). A queue keeps its own count, so its verbs take only the queue: a mechanic's verbs take only the mechanic's own state | | `q_tag(q) -> QueueTag`, `core_undrained(tags) -> []string` | the names of the given queues still holding facts; ask it at the end of a frame | | `Rng`, `rng_new(seed)`, `rng_seed(r, seed)`, `rng_next(r)`, `rng_float(r)`, `rng_between(r, lo, hi)`, `rng_span(r, lo, hi)` | a xorshift32 stream of its own (`rng_between` is inclusive; `rng_range` is taken by `Random.range`) | | `SaveNode { found, version, data }`, `save_tree()`, `save_section(root, key, version, v)`, `load_section(root, key) -> SaveNode`, `save_encode`, `save_decode` | the save tree: `{"fishing": {"v": 3, ...}}`; `v` is reserved in a section, and a non-object value rides under `data` | | `sv_int`, `sv_float`, `sv_bool`, `sv_str` (key, fallback), `sv_ints` | typed reads with a fallback; a float is kept as thousandths | | `sv_put_int`, `sv_put_float`, `sv_put_bool`, `sv_put_str`, `sv_put_ints` | the matching writes | | `System { key, phase, version, init, reset, tick, save, load }`, `system_new(key, phase)` | a system; a null function is a verb it does not have | | `core_add(s)`, `core_clear()`, `core_count()` | the game's system list (a key may appear once) | | `def Systems key { ... }`, `SYS_`, `SYS_COUNT` | a system declared from any module; the list starts from these | | `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase | ## A toy mechanic ```ludic module toy_fishing uses ludic_base numbers float import "ludic.base" export property Caught { species: int = 0, weight: float = 0.0 } export port FishingWorld { is_water: fn(float, float) -> bool } # its port export state ToyFishingState { dice: Rng = null casts: int = 0 caught: Queue = null # its facts } export function fishing_cast(toy_fishing_st: mut ToyFishingState, x: float, z: float) -> bool { # its verb if not FishingWorld.is_water(x, z) { return false } toy_fishing_st.casts += 1 return true } function fishing_reset(toy_fishing_st: mut ToyFishingState) -> void { toy_fishing_st.casts = 0 toy_fishing_st.dice = rng_new(7) toy_fishing_st.caught = queue_new("fishing.caught") } function fishing_tick(toy_fishing_st: mut ToyFishingState, t: Tick) -> void { while toy_fishing_st.casts > 0 { let c = new Caught c.species = rng_between(toy_fishing_st.dice, 0, 2) c.weight = 0.5 + rng_float(toy_fishing_st.dice) q_push(toy_fishing_st.caught, c) toy_fishing_st.casts -= 1 } } export function fishing_system() -> System { let s = system_new("fishing", PH_SIMULATE) s.reset = fn fishing_reset s.tick = fn fishing_tick return s } ``` ## A game wiring two of them `toy_pack` is the same shape: verbs `pack_add(kind, n)` / `pack_count(kind)` and a system in `PH_COMMIT` that saves its counts. Neither knows the other; the game binds fishing's port, writes the route, and orders the three. ```ludic import "toys/fishing" import "toys/pack" import "ludic.base" program Game { numbers float function lake(x: float, z: float) -> bool { return x < 100.0 } bind FishingWorld { is_water: fn lake } # the route: a landed fish goes into the pack function route_fishing_pack(fishing: ToyFishingState, pack: mut ToyPackState, t: Tick) -> void { let fish = q_drain(fishing.caught) for i in 0 .. len(fish) { pack_add(pack, fish[i].species, 1) } } function game_start(base_st: mut BaseState) -> void { core_add(base_st, fishing_system()) let r = system_new("route.fishing_pack", PH_RESOLVE) r.tick = fn route_fishing_pack # a fn(Tick) -> void: its states are supplied core_add(base_st, r) core_add(base_st, pack_system()) core_reset_all(base_st) } } ``` Both are compiled and run by `tests/route_test.ludic` (the mechanics are `tests/toys/`). ## Tests Each piece has a program under `tests/`, and `ludic test` runs them all, every test block in a process of its own: ```bash ludic test packages/ludic.base ``` `queue_test`, `rng_test`, `save_test`, `system_test`, `registry_test` and `route_test`. They were written before a generic call inside a `test` body resolved and before each test had a fresh state, so the queue cases are functions a test calls and the runner's cases start with `core_clear()`; neither is needed any more. ## Declared systems - `Systems` is an `open registry`, so a system can be declared instead of added: `def Systems fishing { phase: PH_SIMULATE, tick: fn fishing_tick }` from any module. The runner starts from the declared systems - the order the compiler gives an open registry: ludic.base's own (none), then each other module's by module name, each module's in the order it is read - and `core_add` appends after them. A game that wants to decide the order itself writes the `def`s in its own files, or keeps calling `core_add` in one place.