Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":
- `let x = e` -> immutable binding; a later `x = …` is a compile error
(`cannot assign to immutable 'x' … use var`).
- `var x = e` -> mutable binding, at local OR module scope (position decides
scope; the keyword decides mutability).
- `const` -> unchanged (compile-time).
Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.
Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
A) add `var` as a local statement + per-local mutability tracking (loc_mut),
no enforcement;
B) migrate every reassigned `let` -> `var` across the compiler, runtime and
examples (337 declarations), driven by a per-function, string/comment-aware
scan (binding targets only, never `x.f =` / `x[i] =`);
C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
golden build (which splices the runtime) then proved zero reassigned `let`
was missed anywhere.
Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
172 lines
5.3 KiB
Text
172 lines
5.3 KiB
Text
# combat.ludic — the co-op turn-based battle state machine.
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# The battle is a state machine over R_PHASE. `machine` dispatches on the
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# register and `become` transitions to a named state — no more `if ph == N`
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# ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
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# Menu selections, named instead of matched on bare integers (R_CUR holds one).
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enum KnightAct { Attack, Guard, Item, Flee }
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enum MageAct { Attack, Heal, Guard }
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handler Battle phase Update {
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if reg(R_MODE) == 1 {
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let k = key()
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for (e) in query [Stats, {Enemy}] {
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machine R_PHASE {
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state KnightMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 0 {
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if st.hp <= 0 {
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become MageMenu
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set_reg(R_CUR, 0)
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} else {
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if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
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if is_confirm(k) {
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match reg(R_CUR) {
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KnightAct.Attack => {
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let d = max(1, st.atk - e.def + rng_range(0, 4))
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e.hp = e.hp - d
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set_reg(R_PDMG, d)
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}
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KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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KnightAct.Item => {
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if reg(R_POTION) > 0 {
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set_reg(R_POTION, reg(R_POTION) - 1)
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st.hp = min(st.maxhp, st.hp + 24)
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set_reg(R_PDMG, 24)
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} else { set_reg(R_PDMG, 0) }
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}
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KnightAct.Flee => {
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if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
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else { set_reg(R_PDMG, 0) }
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}
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}
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become KnightResolve
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set_reg(R_CUR, 0)
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}
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}
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}
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}
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}
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state KnightResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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become KnightMenu
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} else {
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become MageMenu
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set_reg(R_CUR, 0)
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}
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}
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}
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state MageMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 1 {
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if st.hp <= 0 {
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become EnemyTurn
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} else {
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if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
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if k == 'j' {
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match reg(R_CUR) {
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MageAct.Attack => {
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let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
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e.hp = e.hp - d
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set_reg(R_PDMG, d)
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}
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MageAct.Heal => {
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if st.mp >= 4 {
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st.mp = st.mp - 4
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for (t2, p2) in query [Stats, Party] {
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if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
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}
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set_reg(R_PDMG, 16)
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} else { set_reg(R_PDMG, 0) }
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}
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MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
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}
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become MageResolve
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set_reg(R_CUR, 0)
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}
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}
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}
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}
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}
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state MageResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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set_reg(R_GOLD, reg(R_GOLD) + e.xp)
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if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
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else { set_reg(R_MODE, 0) }
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become KnightMenu
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} else {
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become EnemyTurn
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}
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}
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}
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state EnemyTurn {
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if k != 0 {
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var done = 0
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for (t3) in query [Stats, {Party}] {
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if done == 0 {
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if t3.hp > 0 {
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var ed = max(1, e.atk - t3.def + rng_range(0, 4))
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if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
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t3.hp = t3.hp - ed
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set_reg(R_EDMG, ed)
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done = 1
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}
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}
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}
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var alive = 0
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for (t4) in query [Stats, {Party}] {
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if t4.hp > 0 { alive = alive + 1 }
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}
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if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
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else {
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become KnightMenu
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set_reg(R_CUR, 0)
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}
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}
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}
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}
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}
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}
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}
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handler CleanBattle phase LateUpdate {
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if reg(R_MODE) != 1 {
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for (e) in query [Stats, {Enemy}] {
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despawn self()
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}
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}
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}
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handler Meta phase Update {
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let k = key()
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if reg(R_MODE) == 2 {
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if k == 0 { set_reg(R_ACK, 1) }
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if k != 0 {
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if reg(R_ACK) == 1 {
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for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
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set_reg(R_MODE, 0)
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}
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}
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}
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if reg(R_MODE) == 3 {
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if k == 0 { set_reg(R_ACK, 1) }
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if k != 0 {
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if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
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}
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}
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}
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