Expand the function-declaration keyword to the full word across the whole
language and toolchain:
fn name(...) -> T { ... } -> function name(...) -> T { ... }
Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).
Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
46 lines
1.5 KiB
Text
46 lines
1.5 KiB
Text
# ============================================================================
|
|
# combat.ludic — a Ludic *library*, not a game.
|
|
#
|
|
# `module` instead of `game` means: no entry point, no frame loop. ludicc
|
|
# compiles this to a real shared object —
|
|
#
|
|
# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
|
|
#
|
|
# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
|
|
# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
|
|
# engine, a test harness, a scripting host. Non-exported functions stay private
|
|
# to the library.
|
|
# ============================================================================
|
|
program Combat {
|
|
|
|
const CRIT_MULT: int = 2
|
|
|
|
# damage after armour, with a crit multiplier applied on an exact roll
|
|
@export function damage(attack: int, armour: int, roll: int) -> int {
|
|
var raw = attack - armour
|
|
if raw < 1 { raw = 1 }
|
|
if roll == 20 { raw = raw * CRIT_MULT }
|
|
return raw
|
|
}
|
|
|
|
# how many hits to drop a target — the loop is here so the caller cannot
|
|
# accidentally disagree with `damage` about rounding
|
|
@export function hits_to_kill(hp: int, attack: int, armour: int) -> int {
|
|
var left = hp
|
|
var n = 0
|
|
while left > 0 {
|
|
left = left - damage(attack, armour, 0)
|
|
n = n + 1
|
|
}
|
|
return n
|
|
}
|
|
|
|
@export function xp_for(level: int, kills: int) -> int {
|
|
return curve(level) * kills
|
|
}
|
|
|
|
# private: not exported, so it is not a symbol in the library
|
|
function curve(level: int) -> int {
|
|
return 10 + level * level * 3
|
|
}
|
|
}
|