# 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.** If a mechanic needs a second mechanic to compile, that is the bug. 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 record of function values it owns (`FishingWorld { is_water: fn(float, float) -> bool }`), in primitive and `ludic.base` types only. The game binds it once. 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 state changes only through its exported functions (`fishing_cast`, `pack_add`). Nothing assigns another module's globals. 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`, `q_new(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out | | `core_undrained() -> []string` | the names of 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) | | `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 numbers float import "ludic.base" export property Caught { species: int = 0, weight: float = 0.0 } export property FishingWorld { is_water: fn(float, float) -> bool = null } # its port var world: FishingWorld = null var dice: Rng = null var casts: int = 0 export var caught: Queue = null # its facts export function fishing_bind(w: FishingWorld) -> void { world = w } export function fishing_cast(x: float, z: float) -> bool { # its verb if not world.is_water(x, z) { return false } casts += 1 return true } function fishing_reset() -> void { casts = 0 dice = rng_new(7) caught = q_new("fishing.caught") } function fishing_tick(t: Tick) -> void { while casts > 0 { let c = new Caught c.species = rng_between(dice, 0, 2) c.weight = 0.5 + rng_float(dice) q_push(caught, c) 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 } # the route: a landed fish goes into the pack function route_fishing_pack(t: Tick) -> void { let fish = q_drain(caught) for i in 0 .. len(fish) { pack_add(fish[i].species, 1) } } function game_start() -> void { let w = new FishingWorld w.is_water = fn lake fishing_bind(w) core_add(fishing_system()) let r = system_new("route.fishing_pack", PH_RESOLVE) r.tick = fn route_fishing_pack core_add(r) core_add(pack_system()) core_reset_all() } } ``` Both are compiled and run by `tests/route_test.ludic` (the mechanics are `tests/toys/`). ## Tests Each piece has a program under `tests/`, built and run directly: ```bash ludic build packages/ludic.base/tests/queue_test.ludic --headless -o /tmp/queue_test && /tmp/queue_test ``` `queue_test`, `rng_test`, `save_test`, `system_test` and `route_test`. Two things the language does not do yet shape them: a generic call inside a `test` body is not resolved (so the queue cases are functions a test calls), and test blocks share one program's globals (so each case that uses the runner starts with `core_clear()`); `ludic test ` with a fresh state per test will lift the second. ## Later - `port FishingWorld { ... }` / `bind` will replace the record of function values, checked at compile time instead of a null at run time. - `open registry Systems of System` could replace `core_add`: each mechanic `def`s its system and the game's own `def`s give the order. Function values in a `def` work today (`def Systems a { tick: fn a_tick }`); what is missing is a registry a package declares and a game fills, in an order the game controls. Until then the list is built by calls, in one place. - `module toy_fishing uses ludic_base` will make rule 1 a compile error rather than a review.