# ============================================================================ # combat.ludic — a Ludic *library*, not a game. # # `module` instead of `game` means: no entry point, no frame loop. ludicc # compiles this to a real shared object — # # ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib # # — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a # .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game # engine, a test harness, a scripting host. Non-exported functions stay private # to the library. # ============================================================================ program Combat { const CRIT_MULT: int = 2 # damage after armour, with a crit multiplier applied on an exact roll @export function damage(attack: int, armour: int, roll: int) -> int { var raw = attack - armour if raw < 1 { raw = 1 } if roll == 20 { raw = raw * CRIT_MULT } return raw } # how many hits to drop a target — the loop is here so the caller cannot # accidentally disagree with `damage` about rounding @export function hits_to_kill(hp: int, attack: int, armour: int) -> int { var left = hp var n = 0 while left > 0 { left = left - damage(attack, armour, 0) n = n + 1 } return n } @export function xp_for(level: int, kills: int) -> int { return curve(level) * kills } # private: not exported, so it is not a symbol in the library function curve(level: int) -> int { return 10 + level * level * 3 } }