# combat.ludic — the shared damage pipeline (#57 foundation). # # One place every family routes hits through, so buffs/armor/crits/lifesteal are # written once as event listeners rather than re-invented per genre. The pipeline # is the honest no-closure realisation of lever 4 (events) + lever 6 (a mutable # hook): # # 1. mitigate the raw amount by the target's effective defence (Stats.total); # 2. publish the pending amount and emit `cancellable DamageAboutToApply` — # a listener may veto the hit (cancel) or *rewrite the number* by calling # Combat.set_amount(n) (the mutable channel, since `emit` only returns the # cancelled flag); # 3. apply the final amount to Stats.hp, emit `Damaged`, and emit `Died` when hp # reaches zero. # # Determinism: integer arithmetic, fixed listener order, no wall-clock — a hit # replays identically. Combat never moves or despawns bodies itself; the game # reacts to `Died` (respawn, ragdoll, loot) so the policy stays with the game. event cancellable DamageAboutToApply { target: int = 0, src: int = 0, amount: int = 0 } event Damaged { target: int = 0, src: int = 0, amount: int = 0 } event Died { e: int = 0, src: int = 0 } event Healed { e: int = 0, amount: int = 0 } event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired # the faction table: FAC_MAX ids square, every pair unset (faction.ludic) const FAC_MAX: int = 32 function fac_table() -> words { return words(FAC_MAX * FAC_MAX) } state GameplayState { combat_reflecting: bool = false # thorns never reflect thorns combat_pending: int = 0 fac_tbl: words = fac_table() } # the mutable channel for lever 6: listeners rewrite the pending damage here. @Namespace(Combat) function combat_amount(gameplay_st: GameplayState) -> int { return gameplay_st.combat_pending } @Namespace(Combat) function combat_set_amount(gameplay_st: mut GameplayState, n: int) -> void { gameplay_st.combat_pending = n } # Combat.mitigate(target, raw) — raw minus effective defence, floored at 1 so any # landed hit chips at least a point (a common, tunable default). A game that wants # a different formula overrides via the DamageAboutToApply hook. @Namespace(Combat) function combat_mitigate(target: int, raw: int) -> int { let d = stats_total(target, 2) # stat 2 = def var v = raw - d if v < 1 { v = 1 } return v } # Combat.damage(target, src, amount) — the full pipeline. Returns the damage # actually applied (0 when vetoed or the target has no Stats/hp). @Namespace(Combat) function combat_damage(gameplay_st: mut GameplayState, target: int, src: int, amount: int) -> int { let P = World.prop_id("Stats") if P < 0 { return 0 } if World.has(target, P) == 0 { return 0 } let fhp = World.field_id(P, "hp") if fhp < 0 { return 0 } # the attacker's build: damage_pct, then a crit_pct chance to double var raw = amount * stats_field(src, "damage_pct", 100) / 100 let crit = stats_field(src, "crit_pct", 0) if (crit > 0) and Random.chance(percent: crit) { raw *= 2; emit Crit(target: target, src: src) } gameplay_st.combat_pending = combat_mitigate(target, raw) if emit DamageAboutToApply(target: target, src: src, amount: gameplay_st.combat_pending) != 0 { return 0 } var dmg = gameplay_st.combat_pending if dmg < 0 { dmg = 0 } var hp = World.get(target, P, fhp) - dmg if hp < 0 { hp = 0 } World.set(target, P, fhp, hp) emit Damaged(target: target, src: src, amount: dmg) if hp <= 0 { emit Died(e: target, src: src) } # the attacker's leech, and the defender's thorns (never reflected back again) if dmg > 0 { let leech = stats_field(src, "leech_pct", 0) if (leech > 0) and Random.chance(percent: leech) { combat_heal(src, stats_field(src, "leech_hp", 1)) } let thorns = stats_field(target, "thorns", 0) if (thorns > 0) and (src != target) and (not gameplay_st.combat_reflecting) and (World.has(src, P) != 0) { gameplay_st.combat_reflecting = true combat_damage(gameplay_st, src, target, thorns) gameplay_st.combat_reflecting = false } } return dmg } # Combat.heal(e, amount) — restore hp, clamped to max_hp (effective, so a +max_hp # buff raises the ceiling), and emit `Healed`. @Namespace(Combat) function combat_heal(e: int, amount: int) -> void { let P = World.prop_id("Stats") if P < 0 { return } if World.has(e, P) == 0 { return } let fhp = World.field_id(P, "hp") if fhp < 0 { return } let cap = stats_total(e, 0) # stat 0 = max_hp var hp = World.get(e, P, fhp) + amount if (cap > 0) and (hp > cap) { hp = cap } World.set(e, P, fhp, hp) emit Healed(e: e, amount: amount) }