- 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>
118 lines
4.4 KiB
Text
118 lines
4.4 KiB
Text
# quests.ludic — RPG Module D: quests + objectives, driven by events (#59).
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#
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# A quest is data: a state plus a list of objectives (kind + needed count). Progress
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# is reported through Quest.notify — a game routes its existing gameplay signals
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# (a kill, a pickup, a tile entered, a dialog choice) into it, and matching active
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# objectives tick up; when all of a quest's objectives are met it auto-completes.
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# A global flag store (Dict) records world state for branching. All state is in
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# module Dicts/arrays, so world_save captures the journal for free.
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#
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# objective kind convention: 0 kill, 1 collect, 2 reach, 3 talk, 4 flag (extend
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# with your own kind ints + a Quest.notify from the matching listener).
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# quest state: 0 hidden, 1 available, 2 active, 3 done, 4 failed.
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const QUEST_MAX: int = 128
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const OBJ_MAX: int = 512
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var quest_reg: Dict = null # quest name -> id
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var quest_n: int = 0
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var quest_state: words = null
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var obj_n: int = 0
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var obj_qid: words = null # owning quest id
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var obj_kind: words = null
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var obj_target: words = null # a target id/tag (kind-specific; 0 = any)
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var obj_need: words = null
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var obj_have: words = null
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var quest_flags: Dict = null # global flag store
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function quest_ensure() -> void {
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if quest_reg == null {
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quest_reg = Dict.new(); quest_flags = Dict.new()
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quest_state = words(QUEST_MAX)
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obj_qid = words(OBJ_MAX); obj_kind = words(OBJ_MAX); obj_target = words(OBJ_MAX)
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obj_need = words(OBJ_MAX); obj_have = words(OBJ_MAX)
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}
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}
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event QuestStarted { quest: int = 0 }
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event QuestCompleted { quest: int = 0 }
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event ObjectiveProgressed { quest: int = 0, objective: int = 0, have: int = 0, need: int = 0 }
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# Quest.define(name) — register a quest (state hidden). Returns id.
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@Namespace(Quest) function quest_define(name: pointer) -> int {
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quest_ensure()
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if quest_n >= QUEST_MAX { return -1 }
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let id = quest_n
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quest_state[id] = 0
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quest_n += 1
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Dict.set(quest_reg, name, id)
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return id
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}
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@Namespace(Quest) function quest_id(name: pointer) -> int { quest_ensure(); return Dict.get_or(quest_reg, name, -1) }
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# Quest.objective(quest_name, kind, target, need) — add an objective.
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@Namespace(Quest) function quest_objective(quest_name: pointer, kind: int, target: int, need: int) -> int {
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quest_ensure()
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let qid = quest_id(quest_name)
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if qid < 0 { return -1 }
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if obj_n >= OBJ_MAX { return -1 }
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let id = obj_n
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obj_qid[id] = qid; obj_kind[id] = kind; obj_target[id] = target
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obj_need[id] = need; obj_have[id] = 0
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obj_n += 1
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return id
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}
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# Quest.start(name) — activate a quest (emits QuestStarted).
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@Namespace(Quest) function quest_start(name: pointer) -> void {
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quest_ensure()
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let qid = quest_id(name)
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if qid < 0 { return }
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quest_state[qid] = 2
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emit QuestStarted(quest: qid)
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}
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@Namespace(Quest) function quest_state_of(name: pointer) -> int {
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quest_ensure()
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let qid = quest_id(name)
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if qid < 0 { return -1 }
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return quest_state[qid]
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}
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# is every objective of a quest satisfied?
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function quest_all_done(qid: int) -> int {
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var i = 0
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while i < obj_n {
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if obj_qid[i] == qid { if obj_have[i] < obj_need[i] { return 0 } }
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i += 1
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}
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return 1
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}
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# Quest.notify(kind, target, amount) — report a gameplay signal. Every ACTIVE
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# quest's matching objectives tick up (target 0 on the objective = "any"); a quest
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# whose objectives are all met auto-completes.
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@Namespace(Quest) function quest_notify(kind: int, target: int, amount: int) -> void {
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quest_ensure()
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var i = 0
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while i < obj_n {
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let qid = obj_qid[i]
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if quest_state[qid] == 2 {
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if obj_kind[i] == kind {
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if (obj_target[i] == 0) or (obj_target[i] == target) {
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if obj_have[i] < obj_need[i] {
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obj_have[i] += amount
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if obj_have[i] > obj_need[i] { obj_have[i] = obj_need[i] }
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emit ObjectiveProgressed(quest: qid, objective: i, have: obj_have[i], need: obj_need[i])
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if quest_all_done(qid) == 1 {
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quest_state[qid] = 3
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emit QuestCompleted(quest: qid)
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}
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}
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}
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}
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}
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i += 1
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}
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}
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# ---- global flag store (branching / world state) --------------------------
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@Namespace(Quest) function quest_flag(name: pointer, value: int) -> void { quest_ensure(); Dict.set(quest_flags, name, value) }
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@Namespace(Quest) function quest_flag_get(name: pointer) -> int { quest_ensure(); return Dict.get_or(quest_flags, name, 0) }
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