- 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>
71 lines
2.6 KiB
Text
71 lines
2.6 KiB
Text
# ============================================================================
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# reflect_io.ludic — Reflect.serialize / Reflect.apply, in Ludic. One call walks
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# an entity's whole component set into a generic value tree (value.ludic), and
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# its inverse writes a value tree's fields back into a live entity. Together with
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# Json.* this is a one-call save/load and the backbone of tooling (debug
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# inspectors, network snapshots as text).
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#
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# It stands on the reflection ABI (world_* builtins — the EV2/EV8 world table)
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# and the value tree, so ludicc force-emits the world table and splices value.ludic
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# whenever Reflect.serialize/apply appear (parse.ludic + emit_decl.ludic).
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#
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# Serialize captures each field's raw stored value: a `fixed` field becomes a
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# `fixed` node (its Q16.16 value), everything else an `int` node — so a
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# serialize -> apply round-trip is bit-exact. The entity's model id rides along
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# under the reserved "@kind" key; apply skips any "@"-prefixed key.
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# ============================================================================
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# entity -> a value-tree object: { "@kind": <model id>, "<Comp>": { "<field>": v, … }, … }
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function reflect_serialize(e: int) -> Val {
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let obj = value_object()
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value_put(obj, "@kind", value_int(world_kind(e)))
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let pc = world_prop_count()
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var p = 0
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while p < pc {
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if world_has(e, p) != 0 {
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let comp = value_object()
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let fc = world_field_count(p)
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var f = 0
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while f < fc {
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let fname = world_field_name(p, f)
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let raw = world_get(e, p, f)
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var node = value_int(raw)
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if world_field_type(p, f) == "fixed" { node = value_fixed(raw) }
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value_put(comp, fname, node)
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f += 1
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}
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value_put(obj, world_prop_name(p), comp)
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}
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p += 1
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}
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return obj
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}
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# write a value-tree object's fields back into entity `e`. Only components the
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# entity already has and fields the schema knows are applied; reserved "@"-keys
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# (e.g. "@kind") and unknown names are skipped. Returns the number of fields set.
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function reflect_apply(e: int, v: Val) -> int {
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var set = 0
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var i = 0
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while i < value_count(v) {
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let pname = value_key_at(v, i)
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if pname[0] != '@' { # skip reserved "@…" keys
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let p = world_prop_id(pname)
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if p >= 0 and world_has(e, p) != 0 {
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let comp = value_at(v, i)
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var j = 0
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while j < value_count(comp) {
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let fname = value_key_at(comp, j)
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let f = world_field_id(p, fname)
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if f >= 0 {
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world_set(e, p, f, value_as_int(value_at(comp, j)))
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set += 1
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}
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j += 1
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}
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}
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}
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i += 1
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}
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return set
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}
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