- 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>
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/library/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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program 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 function damage(attack: int, armour: int, roll: int) -> int {
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var raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { 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 function hits_to_kill(hp: int, attack: int, armour: int) -> int {
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var left = hp
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var n = 0
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while left > 0 {
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left -= damage(attack, armour, 0)
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n += 1
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}
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return n
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}
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@export function 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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function 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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