ludic/examples/chronorift/rules.ludic
Orkuncakilkaya 985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00

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3.2 KiB
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# rules.ludic — pure game rules & map data (functions only, no systems).
fn tile_sprite(c: int) -> int {
match c {
'T', '#' => return SPR_TREE
'H' => return SPR_HOUSE
'D' => return SPR_DOOR
'r', 'h' => return SPR_PATH
',', 'S', 'B' => return SPR_FLOOR
'=' => return SPR_WALL
}
return SPR_GRASS
}
fn walkable(x: int, y: int) -> bool {
let c = tile(x, y)
return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
}
fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
fn enemy_name(et: int) -> str {
if et == 0 { return "SLIME" }
if et == 1 { return "SKELETON" }
return "RIFT WARDEN"
}
fn build_field(x: int) -> int {
map_size(40, 18)
map_row(0, "########################################")
map_row(1, "#......................................#")
map_row(2, "#...TT.........................TT.....D#")
map_row(3, "#..TT.......................TT.........#")
map_row(4, "#..T.........................T.........#")
map_row(5, "#....................................T.#")
map_row(6, "#.....TT....................TT.......T.#")
map_row(7, "#....TT.....................T..........#")
map_row(8, "#...........rrrrrrrr........HH.........#")
map_row(9, "#..........r........r.......HH.........#")
map_row(10, "#......TT...r........rrrrrrrrhr......T.#")
map_row(11, "#.....TT...r.................r.......T.#")
map_row(12, "#..........r.......TT.......r..........#")
map_row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
map_row(14, "#.........TT.........................T.#")
map_row(15, "#........TT..........................T.#")
map_row(16, "#....................................T.#")
map_row(17, "########################################")
return 0
}
fn build_dungeon(x: int) -> int {
map_size(40, 18)
map_row(0, "========================================")
map_row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
map_row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
map_row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
map_row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
map_row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
map_row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
map_row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
map_row(17, "========================================")
return 0
}
fn grant_xp(amount: int) -> int {
for (t) in query [Stats, {Party}] {
if t.hp > 0 {
t.xp = t.xp + amount
while t.xp >= t.lvl * 20 {
t.xp = t.xp - t.lvl * 20
t.lvl = t.lvl + 1
t.maxhp = t.maxhp + 8
t.hp = t.maxhp
t.maxmp = t.maxmp + 2
t.atk = t.atk + 2
t.def = t.def + 1
}
}
}
return 0
}