ludic/runtime/native/numeric.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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# ============================================================================
# numeric.ludic — three "polish" numeric types, written in Ludic:
# Huge.* — idle/incremental big numbers (mantissa x 10^exponent)
# Angle.* — an auto-wrapping angle in radians
# Percent.* — a value clamped to [0, 1]
#
# ludicc splices this file into any program that mentions `Huge.*`, `Angle.*`
# or `Percent.*`. It builds on the deterministic fixed-point `Math.*` namespace
# (spliced inline, no runtime of its own), so it works in a plain tool as well
# as a game. The namespaces (emit_call.ludic) alias each method to the matching
# `huge_*` / `angle_*` / `percent_*` function below.
# ============================================================================
# ---- Huge: mantissa + exponent, for idle-game magnitudes -------------------
#
# A value is m x 10^e with the mantissa m normalized to [1, 10) (or 0 for zero);
# e is an unbounded int, so magnitudes far past 1e308 are representable. The
# mantissa is a Q16.16 `fixed`, giving ~4 significant digits — this is a
# DISPLAY-SCALE number for showing 1.23e45, NOT a lockstep-exact value; keep it
# out of the deterministic simulation and use BigInt/Decimal when exactness
# matters.
const HUGE_ONE: fixed = 1.0
const HUGE_TEN: fixed = 10.0
property Huge { m: fixed = 0.0, e: int = 0 }
# normalize (mantissa, exponent) so the mantissa lands in [1, 10)
function huge_make(m: fixed, e: int) -> Huge {
let h = new Huge
if m == 0.0 { h.m = 0.0; h.e = 0; return h }
var neg = false
var mm = m
if mm < 0.0 { neg = true; mm = 0.0 - mm }
var ee = e
while mm >= HUGE_TEN { mm /= HUGE_TEN; ee += 1 }
while mm < HUGE_ONE { mm *= HUGE_TEN; ee -= 1 }
if neg { mm = 0.0 - mm }
h.m = mm; h.e = ee
return h
}
# an int -> Huge (built via i64 so the whole int range normalizes cleanly)
function huge_from(value: int) -> Huge {
if value == 0 { return huge_make(0.0, 0) }
var neg = false
var v: long = value
if v < 0 { neg = true; v = -v }
var e = 0
var p: long = 1
while p * 10 <= v { p *= 10; e += 1 }
let raw: long = (v * 65536) / p # v / 10^e in Q16.16 (in [1,10))
let rawi: int = raw
var m: fixed = as_fixed(rawi)
if neg { m = 0.0 - m }
return huge_make(m, e)
}
function huge_sign(a: Huge) -> int {
if a.m > 0.0 { return 1 }
if a.m < 0.0 { return -1 }
return 0
}
function huge_neg(a: Huge) -> Huge { return huge_make(0.0 - a.m, a.e) }
function huge_mul(a: Huge, b: Huge) -> Huge {
if a.m == 0.0 or b.m == 0.0 { return huge_make(0.0, 0) }
return huge_make(a.m * b.m, a.e + b.e)
}
function huge_add(a: Huge, b: Huge) -> Huge {
if a.m == 0.0 { return b }
if b.m == 0.0 { return a }
var big = a
var small = b
if b.e > a.e { big = b; small = a }
let diff = big.e - small.e
if diff > 8 { return big } # negligible at display precision
var sm = small.m
var k = 0
while k < diff { sm /= HUGE_TEN; k += 1 }
return huge_make(big.m + sm, big.e)
}
function huge_sub(a: Huge, b: Huge) -> Huge { return huge_add(a, huge_neg(b)) }
function huge_cmp(a: Huge, b: Huge) -> int {
let sa = huge_sign(a)
let sb = huge_sign(b)
if sa != sb { if sa > sb { return 1 }; return -1 }
if sa == 0 { return 0 }
var c = 0
if a.e != b.e { if a.e > b.e { c = 1 } else { c = -1 } }
else { if a.m > b.m { c = 1 } else { if a.m < b.m { c = -1 } else { c = 0 } } }
if sa < 0 { c = -c }
return c
}
function huge_mantissa(a: Huge) -> fixed { return a.m }
function huge_exp(a: Huge) -> int { return a.e }
# scientific text like "1.23e45" (two-decimal mantissa); plain "0" for zero
function huge_str(a: Huge) -> pointer {
if a.m == 0.0 { return "0" }
var neg = ""
var m = a.m
if m < 0.0 { neg = "-"; m = 0.0 - m }
var ip: int = floor(m) # 1..9
let frac: fixed = m - fixed(ip)
var dd: int = floor(frac * 100.0 + 0.5) # round the two decimals to nearest
var ex = a.e
if dd >= 100 { dd = 0; ip += 1 } # rounding carried into the ones place
if ip >= 10 { ip = 1; ex += 1 } # ...and on into the exponent
var ds = string(dd)
if dd < 10 { ds = "0" + ds }
return neg + string(ip) + "." + ds + "e" + string(ex)
}
# ---- Angle: an auto-wrapping radian angle ----------------------------------
const ANGLE_PI: fixed = 3.14159265
const ANGLE_TAU: fixed = 6.28318531
# wrap any radian value into the half-open range [-pi, pi)
function angle_wrap(a: fixed) -> fixed {
var x = a
while x >= ANGLE_PI { x -= ANGLE_TAU }
while x < 0.0 - ANGLE_PI { x += ANGLE_TAU }
return x
}
function angle_from_degrees(d: fixed) -> fixed { return angle_wrap(Math.deg_to_rad(d)) }
function angle_to_degrees(a: fixed) -> fixed { return Math.rad_to_deg(a) }
function angle_sin(a: fixed) -> fixed { return Math.sin(a) }
function angle_cos(a: fixed) -> fixed { return Math.cos(a) }
function angle_add(a: fixed, b: fixed) -> fixed { return angle_wrap(a + b) }
# the shortest signed rotation from `a` to `b`, in [-pi, pi)
function angle_diff(a: fixed, b: fixed) -> fixed { return angle_wrap(b - a) }
# interpolate from `a` toward `b` along the shortest arc (t is a fixed 0..1)
function angle_lerp(a: fixed, b: fixed, t: fixed) -> fixed { return angle_wrap(a + angle_diff(a, b) * t) }
# ---- Percent: a value clamped to [0, 1] ------------------------------------
const PCT_ONE: fixed = 1.0
# clamp any fixed into [0, 1]
function percent_clamp(v: fixed) -> fixed {
if v < 0.0 { return 0.0 }
if v > PCT_ONE { return PCT_ONE }
return v
}
# num / den as a clamped ratio (0 when den is 0)
function percent_of(num: fixed, den: fixed) -> fixed {
if den == 0.0 { return 0.0 }
return percent_clamp(num / den)
}
# linear interpolation a..b by a clamped t
function percent_lerp(a: fixed, b: fixed, t: fixed) -> fixed {
let p = percent_clamp(t)
return a + (b - a) * p
}
# value scaled by a clamped percent
function percent_apply(value: fixed, p: fixed) -> fixed { return value * percent_clamp(p) }