- 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>
86 lines
3.2 KiB
Text
86 lines
3.2 KiB
Text
# rules.ludic — pure game rules & map data (functions only, no systems).
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function tile_sprite(c: int) -> int {
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match c {
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'T', '#' => return SPR_TREE
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'H' => return SPR_HOUSE
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'D' => return SPR_DOOR
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'r', 'h' => return SPR_PATH
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',', 'S', 'B' => return SPR_FLOOR
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'=' => return SPR_WALL
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}
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return SPR_GRASS
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}
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function walkable(x: int, y: int) -> bool {
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let c = Map.tile(x, y)
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return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
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}
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function is_confirm(k: int) -> bool { return k == ' ' or k == '\n' or k == '\r' }
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function enemy_name(et: int) -> string {
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if et == 0 { return "SLIME" }
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if et == 1 { return "SKELETON" }
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return "RIFT WARDEN"
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}
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function build_field(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "########################################")
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Map.row(1, "#......................................#")
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Map.row(2, "#...TT.........................TT.....D#")
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Map.row(3, "#..TT.......................TT.........#")
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Map.row(4, "#..T.........................T.........#")
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Map.row(5, "#....................................T.#")
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Map.row(6, "#.....TT....................TT.......T.#")
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Map.row(7, "#....TT.....................T..........#")
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Map.row(8, "#...........rrrrrrrr........HH.........#")
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Map.row(9, "#..........r........r.......HH.........#")
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Map.row(10, "#......TT...r........rrrrrrrrhr......T.#")
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Map.row(11, "#.....TT...r.................r.......T.#")
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Map.row(12, "#..........r.......TT.......r..........#")
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Map.row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
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Map.row(14, "#.........TT.........................T.#")
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Map.row(15, "#........TT..........................T.#")
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Map.row(16, "#....................................T.#")
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Map.row(17, "########################################")
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return 0
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}
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function build_dungeon(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "========================================")
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Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
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Map.row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
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Map.row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
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Map.row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
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Map.row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
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Map.row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(17, "========================================")
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return 0
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}
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function grant_xp(amount: int) -> int {
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for (t) in query [Stats, {Party}] {
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if t.hp > 0 {
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t.xp += amount
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while t.xp >= t.lvl * 20 {
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t.xp = t.xp - t.lvl * 20
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t.lvl += 1
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t.maxhp += 8
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t.hp = t.maxhp
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t.maxmp += 2
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t.atk += 2
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t.def += 1
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}
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}
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}
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return 0
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}
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