ludic/examples/games/chronorift/combat.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- 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>
2026-09-05 01:12:26 +03:00

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5.1 KiB
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# combat.ludic — the co-op turn-based battle state machine.
# The battle is a state machine over the `turn_phase` variable. `machine`
# dispatches on its value 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 (menu_cursor holds one).
enum KnightAct { Attack, Guard, Item, Flee }
enum MageAct { Attack, Heal, Guard }
handler Battle phase Update {
if game_mode == 1 {
let k = Input.key()
for (e) in query [Stats, {Enemy}] {
machine turn_phase {
state KnightMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 0 {
if st.hp <= 0 {
become MageMenu
menu_cursor = 0
} else {
if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
if k == 's' { menu_cursor = min(3, menu_cursor + 1) }
if is_confirm(k) {
match menu_cursor {
KnightAct.Attack => {
let d = max(1, st.atk - e.def + Random.range(0, 4))
e.hp -= d
player_hit = d
}
KnightAct.Guard => { st.guard = 1; player_hit = 0 }
KnightAct.Item => {
if potions > 0 {
potions -= 1
st.hp = min(st.maxhp, st.hp + 24)
player_hit = 24
} else { player_hit = 0 }
}
KnightAct.Flee => {
if Random.chance(50) { e.hp = 0; game_mode = 0 }
else { player_hit = 0 }
}
}
become KnightResolve
menu_cursor = 0
}
}
}
}
}
state KnightResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
gold += e.xp
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
else { game_mode = 0 }
become KnightMenu
} else {
become MageMenu
menu_cursor = 0
}
}
}
state MageMenu {
for (st, pt) in query [Stats, Party] {
if pt.slot == 1 {
if st.hp <= 0 {
become EnemyTurn
} else {
if k == 'i' { menu_cursor = max(0, menu_cursor - 1) }
if k == 'k' { menu_cursor = min(2, menu_cursor + 1) }
if k == 'j' {
match menu_cursor {
MageAct.Attack => {
let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
e.hp -= d
player_hit = d
}
MageAct.Heal => {
if st.mp >= 4 {
st.mp -= 4
for (t2, p2) in query [Stats, Party] {
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
}
player_hit = 16
} else { player_hit = 0 }
}
MageAct.Guard => { st.guard = 1; player_hit = 0 }
}
become MageResolve
menu_cursor = 0
}
}
}
}
}
state MageResolve {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
gold += e.xp
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
else { game_mode = 0 }
become KnightMenu
} else {
become EnemyTurn
}
}
}
state EnemyTurn {
if k != 0 {
var done = 0
for (t3) in query [Stats, {Party}] {
if done == 0 {
if t3.hp > 0 {
var ed = max(1, e.atk - t3.def + Random.range(0, 4))
if t3.guard == 1 { ed /= 2; t3.guard = 0 }
t3.hp -= ed
enemy_hit = ed
done = 1
}
}
}
var alive = 0
for (t4) in query [Stats, {Party}] {
if t4.hp > 0 { alive += 1 }
}
if alive == 0 { game_mode = 2; ack = 0 }
else {
become KnightMenu
menu_cursor = 0
}
}
}
}
}
}
}
handler CleanBattle phase LateUpdate {
if game_mode != 1 {
for (e) in query [Stats, {Enemy}] {
despawn self()
}
}
}
handler Meta phase Update {
let k = Input.key()
if game_mode == 2 {
if k == 0 { ack = 1 }
if k != 0 {
if ack == 1 {
for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
game_mode = 0
}
}
}
if game_mode == 3 {
if k == 0 { ack = 1 }
if k != 0 {
if ack == 1 { game_mode = 0 }
}
}
}