ludic/packages/ludic.base/README.md
Orkuncakilkaya d0ad364ad4 feat(ludic.effects): timed modifiers as a mechanic package; ludic.base's q_new is queue_new
ludic.effects: effects_add / effects_add_after / effects_clear / effects_run,
effects_sum / effects_has / effects_at / effects_live, an EffectEnded queue
(ran out, pushed out by the bonus cap, crowded out of a full ring) and a
System with its own save section. Nine test blocks in tests/effects_test.ludic.

ludic.base: q_new collided with render3d's quaternion q_new the moment a game
imported both, so the queue constructor is queue_new.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:14:09 +03:00

6.5 KiB

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/.)

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<T> 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<T>, queue_new<T>(name), q_push(q, v), q_drain(q) -> []T, q_len(q), q_clear(q) facts, first in first out (queue_new, not q_new: that name is render3d's quaternion)
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

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<Caught> = 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 = queue_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.

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:

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 <dir> 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 defs its system and the game's own defs 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.