ludic/packages/ludic.gameplay/combat.ludic

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# 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)
}