Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
20 lines
913 B
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20 lines
913 B
Text
# world_spawn.ludic — EV2b reflection: a mod creates a fresh entity by model id
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# (replaces tests/mod_c/world_spawn.c). world_spawn reuses the compiler's own
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# spawn lowering (alloc, kind, component defaults, @OnSpawn), so a mod-spawned
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# entity is indistinguishable from one born in source. Prints 1 / 42 / 1.
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program WorldSpawn {
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property Health { hp: int = 0, max: int = 0 }
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model Unit { Health }
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@Public @OnSpawn(Unit) handler Init { } # world table; leave defaults
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entry {
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let Um = world_model_id("Unit")
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let e = world_spawn(Um) # the mod creates an entity
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let H = world_prop_id("Health")
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let hp = world_field_id(H, "hp")
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print(world_has(e, H)) # 1 — spawn attached Health with defaults
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world_set(e, H, hp, 42)
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print(world_get(e, H, hp)) # 42
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print(world_count()) # 1 — it is really in the world
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}
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}
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