- 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>
172 lines
5.1 KiB
Text
172 lines
5.1 KiB
Text
# combat.ludic — the co-op turn-based battle state machine.
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# The battle is a state machine over the `turn_phase` variable. `machine`
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# dispatches on its value and `become` transitions to a named state — no more
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# `if ph == N` 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 (menu_cursor 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 game_mode == 1 {
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let k = Input.key()
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for (e) in query [Stats, {Enemy}] {
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machine turn_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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menu_cursor = 0
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} else {
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if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
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if k == 's' { menu_cursor = min(3, menu_cursor + 1) }
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if is_confirm(k) {
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match menu_cursor {
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KnightAct.Attack => {
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let d = max(1, st.atk - e.def + Random.range(0, 4))
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e.hp -= d
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player_hit = d
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}
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KnightAct.Guard => { st.guard = 1; player_hit = 0 }
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KnightAct.Item => {
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if potions > 0 {
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potions -= 1
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st.hp = min(st.maxhp, st.hp + 24)
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player_hit = 24
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} else { player_hit = 0 }
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}
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KnightAct.Flee => {
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if Random.chance(50) { e.hp = 0; game_mode = 0 }
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else { player_hit = 0 }
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}
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}
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become KnightResolve
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menu_cursor = 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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gold += e.xp
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if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
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else { game_mode = 0 }
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become KnightMenu
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} else {
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become MageMenu
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menu_cursor = 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' { menu_cursor = max(0, menu_cursor - 1) }
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if k == 'k' { menu_cursor = min(2, menu_cursor + 1) }
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if k == 'j' {
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match menu_cursor {
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MageAct.Attack => {
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let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
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e.hp -= d
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player_hit = 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 -= 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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player_hit = 16
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} else { player_hit = 0 }
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}
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MageAct.Guard => { st.guard = 1; player_hit = 0 }
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}
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become MageResolve
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menu_cursor = 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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gold += e.xp
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if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
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else { game_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 + Random.range(0, 4))
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if t3.guard == 1 { ed /= 2; t3.guard = 0 }
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t3.hp -= ed
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enemy_hit = 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 += 1 }
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}
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if alive == 0 { game_mode = 2; ack = 0 }
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else {
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become KnightMenu
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menu_cursor = 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 game_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 = Input.key()
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if game_mode == 2 {
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if k == 0 { ack = 1 }
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if k != 0 {
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if ack == 1 {
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for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
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game_mode = 0
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}
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}
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}
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if game_mode == 3 {
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if k == 0 { ack = 1 }
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if k != 0 {
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if ack == 1 { game_mode = 0 }
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}
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}
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}
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