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