edge/pure/export prefix keywords retired; modifiers are now leading @annotations (@export, @edge, @pure, @deterministic). parse_one_decl collects a leading @anno run and @export sets the fn export flag; dead edge-dispatch removed from parse_system. Migrated examples/lib/combat.ludic; old prefixes now rejected. Behavior-identical: the export flag is parse-only in the self-hosted emitter (emits @fn_<name> for every fn, never reads the flag), so IR is byte-identical. Reseeded, fixpoint holds, test.sh 14/14. Docs updated. Phase 3 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
46 lines
1.5 KiB
Text
46 lines
1.5 KiB
Text
# ============================================================================
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# combat.ludic — a Ludic *library*, not a game.
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#
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# `module` instead of `game` means: no entry point, no frame loop. ludicc
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# compiles this to a real shared object —
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#
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# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
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#
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# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
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# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
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# engine, a test harness, a scripting host. Non-exported functions stay private
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# to the library.
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# ============================================================================
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module Combat {
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const CRIT_MULT: int = 2
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# damage after armour, with a crit multiplier applied on an exact roll
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@export fn damage(attack: int, armour: int, roll: int) -> int {
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let raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { raw = raw * CRIT_MULT }
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return raw
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}
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# how many hits to drop a target — the loop is here so the caller cannot
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# accidentally disagree with `damage` about rounding
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@export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
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let left = hp
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let n = 0
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while left > 0 {
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left = left - damage(attack, armour, 0)
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n = n + 1
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}
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return n
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}
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@export fn xp_for(level: int, kills: int) -> int {
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return curve(level) * kills
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}
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# private: not exported, so it is not a symbol in the library
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fn curve(level: int) -> int {
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return 10 + level * level * 3
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}
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}
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