ludic/examples/library/combat.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
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>
2026-08-30 18:54:21 +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/library/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.
# ============================================================================
program Combat {
const CRIT_MULT: int = 2
# damage after armour, with a crit multiplier applied on an exact roll
@export function damage(attack: int, armour: int, roll: int) -> int {
var 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 function hits_to_kill(hp: int, attack: int, armour: int) -> int {
var left = hp
var n = 0
while left > 0 {
left = left - damage(attack, armour, 0)
n = n + 1
}
return n
}
@export function xp_for(level: int, kills: int) -> int {
return curve(level) * kills
}
# private: not exported, so it is not a symbol in the library
function curve(level: int) -> int {
return 10 + level * level * 3
}
}