ludic/packages/ludic.rpg/status.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
  byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
  for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
  WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
  BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
  `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
  ```ludic fence reformatted with the fixed formatter (whitespace only)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +03:00

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# status.ludic — RPG Module G: status effects over the shared combat backbone (#59).
#
# A status is its own small entity (like a gameplay Modifier), so an actor can carry
# any number and world_save captures them. esys_status ticks each on its interval,
# routing poison/regen through the ludic.gameplay Combat pipeline (so armor, veto
# and Died all still apply), and expires it. Timed stat buffs/debuffs are already
# ludic.gameplay modifiers (Stats.modify with a ttl); this module adds the
# over-time damage/heal effects.
#
# kind: 0 poison (damage over time), 1 regen (heal over time).
import "ludic.gameplay/combat.ludic"
enum StatusKind { Poison, Regen } # Status.apply kind
property Status { target: int = 0, kind: int = 0, amount: int = 0, interval: int = 30, ttl: int = 0, t: int = 0 }
model StatusFx { Status }
@OnSpawn(StatusFx) handler StatusFxInit { }
event StatusApplied { target: int = 0, kind: int = 0 }
event StatusExpired { target: int = 0, kind: int = 0 }
# Status.apply(target, kind, amount, interval, ttl) — attach a timed effect.
@Namespace(Status) function status_apply(target: int, kind: int, amount: int, interval: int, ttl: int) -> int {
let m = World.model_id("StatusFx")
if m < 0 { return -1 }
let e = World.spawn(m)
let P = World.prop_id("Status")
World.set(e, P, World.field_id(P, "target"), target)
World.set(e, P, World.field_id(P, "kind"), kind)
World.set(e, P, World.field_id(P, "amount"), amount)
World.set(e, P, World.field_id(P, "interval"), interval)
World.set(e, P, World.field_id(P, "ttl"), ttl)
World.set(e, P, World.field_id(P, "t"), interval)
emit StatusApplied(target: target, kind: kind)
return e
}
# Status.clear(target) — drop every status on an actor (dispel).
@Namespace(Status) function status_clear(target: int) -> void {
let P = World.prop_id("Status")
if P < 0 { return }
let ft = World.field_id(P, "target")
var e = World.query_next(P, 0)
while e >= 0 {
var nxt = World.query_next(P, e + 1)
if World.get(e, P, ft) == target { despawn e }
e = nxt
}
}
# ===========================================================================
# esys_status (Update) — tick intervals, apply the effect through Combat, expire.
# ===========================================================================
@EngineSystem(Status, Update) function esys_status() -> void {
let P = World.prop_id("Status")
if P < 0 { return }
let ftgt = World.field_id(P, "target")
let fkind = World.field_id(P, "kind")
let famt = World.field_id(P, "amount")
let fint = World.field_id(P, "interval")
let fttl = World.field_id(P, "ttl")
let ft = World.field_id(P, "t")
var e = World.query_next(P, 0)
while e >= 0 {
var nxt = World.query_next(P, e + 1)
let tgt = World.get(e, P, ftgt)
let kind = World.get(e, P, fkind)
let amt = World.get(e, P, famt)
# interval tick
var t = World.get(e, P, ft) - 1
if t <= 0 {
if kind == 1 { Combat.heal(tgt, amt) } else { Combat.damage(tgt, tgt, amt) }
t = World.get(e, P, fint)
}
World.set(e, P, ft, t)
# lifetime
let ttl = World.get(e, P, fttl) - 1
if ttl <= 0 { emit StatusExpired(target: tgt, kind: kind); despawn e } else { World.set(e, P, fttl, ttl) }
e = nxt
}
}