- 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>
27 lines
1.2 KiB
Text
27 lines
1.2 KiB
Text
# cancel.ludic — EV3: cancellable (decision) events.
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#
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# A `cancellable` event is fired BEFORE an action so a listener can veto it. The
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# listener calls `cancel`; the caller reads the verdict back — `emit E(…)` used as
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# an expression yields the cancelled flag (1 = vetoed, 0 = allowed). A foreign mod
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# vetoes the same way, by setting the payload's trailing `cancelled` field over
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# the ABI. This is the modding headline: observation becomes control.
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#
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# Running it prints: 0 1 92
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program Cancel {
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event cancellable BeforeHurt { amount: int = 0 }
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@On(BeforeHurt) handler Armor { if amount > 10 { cancel } } # veto any hit over 10
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entry {
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let v1 = emit BeforeHurt(amount: 5) # 5 <= 10 -> allowed
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print(v1) # 0
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let v2 = emit BeforeHurt(amount: 15) # 15 > 10 -> vetoed
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print(v2) # 1
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# the realistic shape: only apply the effect when the decision isn't vetoed
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var hp = 100
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if emit BeforeHurt(amount: 8) == 0 { hp -= 8 } # allowed -> 92
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if emit BeforeHurt(amount: 50) == 0 { hp -= 50 } # vetoed -> unchanged
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print(hp) # 92
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}
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}
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