- 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>
76 lines
3.1 KiB
Text
76 lines
3.1 KiB
Text
# ============================================================================
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# query.ludic — ECS spatial queries over the reflection ABI, in Ludic.
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#
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# The Query.* namespace (see emit_call.ludic) answers questions about the live
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# entities that carry a given property: how many, the first, the nearest to a
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# point, and every one inside a radius. `prop` is a property id from
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# World.prop_id("Name"); the spatial forms read two int fields of that property
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# (field ids from World.field_id) as an (x, y) position. Everything is integer
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# and deterministic — same world + same query reproduce the same answer, entity
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# order included, every run.
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#
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# ludicc splices this file into a game when it sees Query.* (parse.ludic), and
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# force-emits the reflection ABI it stands on (emit_decl.ludic) so a game that
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# uses Query needs no @events of its own. The scan is linear over the entity
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# table — ample for the entity counts Ludic targets, exactly like the grid
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# pathfinder's open set — and allocates nothing except the one result slice
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# `within` returns. world_query_next / world_get are the bare reflection
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# builtins (they lower to the generated @ludic_query_next / @ludic_get).
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# ============================================================================
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# how many live entities carry `prop`.
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function query_count(prop: int) -> int {
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var n = 0
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var e = world_query_next(prop, 0)
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while e >= 0 {
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n += 1
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e = world_query_next(prop, e + 1)
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}
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return n
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}
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# the first (lowest-id) live entity carrying `prop`, or -1 if none.
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function query_first(prop: int) -> int {
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return world_query_next(prop, 0)
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}
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# the entity carrying `prop` whose position is closest to (px, py) by squared
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# distance, or -1 if none. Ties go to the lower entity id. The position is read
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# from `pos` — the property that holds the coordinates — at its (x_field,
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# y_field); pass the same id for `prop` and `pos` to query by the position
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# component itself, or a separate tag for `prop` (e.g. "nearest Enemy").
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function query_nearest(prop: int, pos: int, x_field: int, y_field: int, px: int, py: int) -> int {
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var best = -1
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var bestd = 0
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var e = world_query_next(prop, 0)
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while e >= 0 {
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let dx = world_get(e, pos, x_field) - px
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let dy = world_get(e, pos, y_field) - py
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let d = dx * dx + dy * dy
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if best < 0 or d < bestd {
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best = e
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bestd = d
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}
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e = world_query_next(prop, e + 1)
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}
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return best
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}
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# every live entity carrying `prop` whose position is within `radius` of
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# (px, py), in ascending entity-id order. Returns a []int of entity ids — index
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# it with len / [i]. The boundary is inclusive (distance <= radius). Position is
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# read from `pos` at (x_field, y_field), as in query_nearest.
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function query_within(prop: int, pos: int, px: int, py: int, radius: int, x_field: int, y_field: int) -> []int {
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let out = new []int
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let r2 = radius * radius
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var e = world_query_next(prop, 0)
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while e >= 0 {
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let dx = world_get(e, pos, x_field) - px
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let dy = world_get(e, pos, y_field) - py
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if dx * dx + dy * dy <= r2 {
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push(out, e)
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}
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e = world_query_next(prop, e + 1)
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}
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return out
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}
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