ludic/examples/lib/combat.ludic
Orkuncakilkaya 985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00

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# ============================================================================
# combat.ludic — a Ludic *library*, not a game.
#
# `module` instead of `game` means: no entry point, no frame loop. ludicc
# compiles this to a real shared object —
#
# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
#
# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
# engine, a test harness, a scripting host. Non-exported functions stay private
# to the library.
# ============================================================================
module Combat {
const CRIT_MULT: int = 2
# damage after armour, with a crit multiplier applied on an exact roll
export fn damage(attack: int, armour: int, roll: int) -> int {
let raw = attack - armour
if raw < 1 { raw = 1 }
if roll == 20 { raw = raw * CRIT_MULT }
return raw
}
# how many hits to drop a target — the loop is here so the caller cannot
# accidentally disagree with `damage` about rounding
export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
let left = hp
let n = 0
while left > 0 {
left = left - damage(attack, armour, 0)
n = n + 1
}
return n
}
export fn xp_for(level: int, kills: int) -> int {
return curve(level) * kills
}
# private: not exported, so it is not a symbol in the library
fn curve(level: int) -> int {
return 10 + level * level * 3
}
}