- 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>
83 lines
2.9 KiB
Text
83 lines
2.9 KiB
Text
# crafting.ludic — RPG Module C: a data-driven crafting registry (#59).
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#
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# Recipes are content, not code: register with Craft.recipe + Craft.ingredient, so a
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# game or mod adds crafting with zero code. Craft.make consumes ingredients from the
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# ludic.rpg Inventory and yields the output; every step is a veto-able event.
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import "ludic.rpg/inventory.ludic"
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const CRAFT_MAX: int = 128
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const CRAFT_ING_MAX: int = 512
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var recipe_reg: Dict = null # recipe name -> id
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var recipe_n: int = 0
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var recipe_out: pointers = null # output item name
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var recipe_outqty: words = null
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var ing_n: int = 0
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var ing_rid: words = null # owning recipe id
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var ing_name: pointers = null # ingredient item name
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var ing_qty: words = null
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function craft_ensure() -> void {
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if recipe_reg == null {
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recipe_reg = Dict.new()
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recipe_out = bytes(CRAFT_MAX * 8); recipe_outqty = words(CRAFT_MAX)
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ing_rid = words(CRAFT_ING_MAX); ing_name = bytes(CRAFT_ING_MAX * 8); ing_qty = words(CRAFT_ING_MAX)
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}
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}
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event cancellable CraftRequested { e: int = 0, recipe: int = 0 }
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event CraftCompleted { e: int = 0, recipe: int = 0 }
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# Craft.recipe(name, out_item, out_qty) — declare a recipe; returns its id.
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@Namespace(Craft) function craft_recipe(name: pointer, out_item: pointer, out_qty: int) -> int {
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craft_ensure()
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if recipe_n >= CRAFT_MAX { return -1 }
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let id = recipe_n
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recipe_out[id] = out_item; recipe_outqty[id] = out_qty
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recipe_n += 1
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Dict.set(recipe_reg, name, id)
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return id
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}
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@Namespace(Craft) function craft_id(name: pointer) -> int { craft_ensure(); return Dict.get_or(recipe_reg, name, -1) }
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# Craft.ingredient(recipe_name, item, qty) — add an ingredient requirement.
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@Namespace(Craft) function craft_ingredient(recipe_name: pointer, item: pointer, qty: int) -> void {
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craft_ensure()
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let rid = craft_id(recipe_name)
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if rid < 0 { return }
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if ing_n >= CRAFT_ING_MAX { return }
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ing_rid[ing_n] = rid; ing_name[ing_n] = item; ing_qty[ing_n] = qty
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ing_n += 1
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}
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# Craft.can(e, recipe_name) — does the owner hold every ingredient?
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@Namespace(Craft) function craft_can(e: int, recipe_name: pointer) -> int {
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craft_ensure()
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let rid = craft_id(recipe_name)
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if rid < 0 { return 0 }
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var i = 0
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while i < ing_n {
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if ing_rid[i] == rid {
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if Inventory.count(e, ing_name[i]) < ing_qty[i] { return 0 }
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}
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i += 1
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}
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return 1
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}
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# Craft.make(e, recipe_name) — consume ingredients + produce output; 1 on success.
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@Namespace(Craft) function craft_make(e: int, recipe_name: pointer) -> int {
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craft_ensure()
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let rid = craft_id(recipe_name)
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if rid < 0 { return 0 }
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if craft_can(e, recipe_name) == 0 { return 0 }
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if emit CraftRequested(e: e, recipe: rid) != 0 { return 0 }
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var i = 0
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while i < ing_n {
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if ing_rid[i] == rid { Inventory.remove(e, ing_name[i], ing_qty[i]) }
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i += 1
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}
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Inventory.add(e, recipe_out[rid], recipe_outqty[rid])
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emit CraftCompleted(e: e, recipe: rid)
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return 1
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}
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