ludic/examples/chronorift/combat.ludic
Orkuncakilkaya cc701013f5 Phase 6e: unify builtin naming (loaders domain-first, set_reg)
Fixed the naming inconsistencies the cohesion audit flagged, converging on the
domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*,
font_load, image_load):

  - load_png    -> png_load       (asset loaders were split: font_load/image_load
  - load_sprites -> sprites_load   were domain-first, load_* were verb-first)
  - setreg      -> set_reg        (missing underscore vs ui_set_int/ui_set_text)

Game builtins resolve to their `rt_` runtime function, so the renames are in
runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example
call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a
surface rename — every renamed call maps to the same runtime symbol, so behavior
and golden renders are byte-identical.

Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md,
README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical;
17/17; vocab clean.

Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and
consistent with each other; renaming would need a bootstrap dance for little
gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int
already use.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:38:10 +03:00

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5.3 KiB
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# combat.ludic — the co-op turn-based battle state machine.
# The battle is a state machine over R_PHASE. `machine` dispatches on the
# register and `become` transitions to a named state — no more `if ph == N`
# ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
# Menu selections, named instead of matched on bare integers (R_CUR holds one).
enum KnightAct { Attack, Guard, Item, Flee }
enum MageAct { Attack, Heal, Guard }
handler Battle phase Update {
if reg(R_MODE) == 1 {
let k = key()
for (e) in query [Stats, {Enemy}] {
machine R_PHASE {
state KnightMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 0 {
if st.hp <= 0 {
become MageMenu
set_reg(R_CUR, 0)
} else {
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
if is_confirm(k) {
match reg(R_CUR) {
KnightAct.Attack => {
let d = max(1, st.atk - e.def + rng_range(0, 4))
e.hp = e.hp - d
set_reg(R_PDMG, d)
}
KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
KnightAct.Item => {
if reg(R_POTION) > 0 {
set_reg(R_POTION, reg(R_POTION) - 1)
st.hp = min(st.maxhp, st.hp + 24)
set_reg(R_PDMG, 24)
} else { set_reg(R_PDMG, 0) }
}
KnightAct.Flee => {
if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
else { set_reg(R_PDMG, 0) }
}
}
become KnightResolve
set_reg(R_CUR, 0)
}
}
}
}
}
state KnightResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
else { set_reg(R_MODE, 0) }
become KnightMenu
} else {
become MageMenu
set_reg(R_CUR, 0)
}
}
}
state MageMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 1 {
if st.hp <= 0 {
become EnemyTurn
} else {
if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
if k == 'j' {
match reg(R_CUR) {
MageAct.Attack => {
let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
e.hp = e.hp - d
set_reg(R_PDMG, d)
}
MageAct.Heal => {
if st.mp >= 4 {
st.mp = st.mp - 4
for (t2, p2) in query [Stats, Party] {
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
}
set_reg(R_PDMG, 16)
} else { set_reg(R_PDMG, 0) }
}
MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
}
become MageResolve
set_reg(R_CUR, 0)
}
}
}
}
}
state MageResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
else { set_reg(R_MODE, 0) }
become KnightMenu
} else {
become EnemyTurn
}
}
}
state EnemyTurn {
if k != 0 {
let done = 0
for (t3) in query [Stats, {Party}] {
if done == 0 {
if t3.hp > 0 {
let ed = max(1, e.atk - t3.def + rng_range(0, 4))
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
t3.hp = t3.hp - ed
set_reg(R_EDMG, ed)
done = 1
}
}
}
let alive = 0
for (t4) in query [Stats, {Party}] {
if t4.hp > 0 { alive = alive + 1 }
}
if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
else {
become KnightMenu
set_reg(R_CUR, 0)
}
}
}
}
}
}
}
handler CleanBattle phase LateUpdate {
if reg(R_MODE) != 1 {
for (e) in query [Stats, {Enemy}] {
despawn self()
}
}
}
handler Meta phase Update {
let k = key()
if reg(R_MODE) == 2 {
if k == 0 { set_reg(R_ACK, 1) }
if k != 0 {
if reg(R_ACK) == 1 {
for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
set_reg(R_MODE, 0)
}
}
}
if reg(R_MODE) == 3 {
if k == 0 { set_reg(R_ACK, 1) }
if k != 0 {
if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
}
}
}