ludic/examples/ecs/world_query.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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# world_query.ludic — EV2b reflection: iterate the world by property (replaces
# tests/mod_c/world_query.c). world_query_next(prop, from) returns the next live
# entity (>= from) that has the property, or -1 — so a mod walks all bearers of a
# component without knowing the models. Two Units (hp 50, 60) → count 2, sum 110.
program WorldQuery {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
@Public @OnSpawn(Unit) handler Init { Health.hp = Health.max }
entry {
spawn Unit { Health { max: 50 } }
spawn Unit { Health { max: 60 } }
let H = world_prop_id("Health")
let hp = world_field_id(H, "hp")
var count = 0
var sum = 0
var e = world_query_next(H, 0)
while e >= 0 {
count += 1
sum += world_get(e, H, hp)
e = world_query_next(H, e + 1)
}
print(count) # 2
print(sum) # 110
}
}