ludic/runtime/native/systems.ludic
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feat(ecs): engine-owned systems auto-tick user components (#43)
Adds the ECS hook issues #43 and #47 named as their real dependency: a
system the *engine* owns, inserted into the frame loop over a component a
game merely declares and carries — no `handler` wired.

- runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance:
  loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/
  in-out), both on the by-name reflection ABI, integer + deterministic.
- backend: emit_engine_systems_for_phase inserts the calls after every user
  handler in a phase (auto-loop and the drivable tick helpers alike);
  uses_engine_systems() drives the systems.ludic splice, the world-table
  force-emit, and makes a component-only game count as a systems game.
- A game that declares neither component is byte-for-byte unchanged.

Worked example + regression: examples/library/anim_ecs.ludic. Full suite
73 passed, self-host C-free bootstrap fixpoint intact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 15:41:44 +03:00

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# ============================================================================
# systems.ludic — engine-owned systems that run automatically over user
# components, each frame, without the game wiring a handler.
#
# This is the ECS hook issues #43 and #47 named as their real dependency: until
# now every system was a `handler` the game wrote. These `esys_*` functions are
# systems the *engine* owns — the compiler splices this file and inserts a call
# to each one at the right phase of the frame loop (see emit_engine_systems_for_
# phase in emit_game.ludic), so a component the game merely *declares and carries*
# is ticked for free.
#
# They stand entirely on the reflection ABI (World.prop_id / field_id / get /
# set / query_next — the same by-name world table a mod reads), so they never
# compile against a fixed field layout: a system resolves its fields by name and
# no-ops cleanly when the component (or a field) is absent. Everything is integer
# and deterministic — the frame clock ticks at a fixed 60/s — so replays and
# lockstep netcode reproduce animation and motion exactly.
#
# The opt-in is declaring the well-known component. A game that wants sprite
# animation declares `property SpriteAnim { ticks, fps, frames, mode, frame }`
# and puts it on a model; the engine advances `frame` every tick. No component,
# no system emitted — a game without them is byte-for-byte unchanged.
# ============================================================================
# floor of a/b for non-negative a (the frame clock only ever counts up).
function esys_div(a: int, b: int) -> int {
if b <= 0 { return 0 }
return a / b
}
# ---- SpriteAnim: spritesheet frame advance (#43) ---------------------------
# Component contract — `property SpriteAnim { ticks: int, fps: int, frames: int,
# mode: int, frame: int }`:
# ticks engine frames elapsed since the clip started (the engine advances it)
# fps playback rate in frames per second
# frames number of cells in the clip
# mode 0 = loop, 1 = once (clamp on last), 2 = pingpong (bounce)
# frame OUTPUT: the cell index to draw this frame
# elapsed = ticks * fps / 60 whole animation frames; `mode` maps that back into
# 0..frames-1. Pure integer, so the same tick count always yields the same cell.
function esys_spriteanim() -> void {
let p = World.prop_id("SpriteAnim")
if p < 0 { return }
let f_ticks = World.field_id(p, "ticks")
let f_fps = World.field_id(p, "fps")
let f_frames = World.field_id(p, "frames")
let f_mode = World.field_id(p, "mode")
let f_frame = World.field_id(p, "frame")
if f_ticks < 0 { return }
if f_frame < 0 { return }
var e = World.query_next(p, 0)
while e >= 0 {
let ticks = World.get(e, p, f_ticks) + 1
World.set(e, p, f_ticks, ticks)
let fps = World.get(e, p, f_fps)
var frames = World.get(e, p, f_frames)
let mode = World.get(e, p, f_mode)
if frames < 1 { frames = 1 }
let elapsed = esys_div(ticks * fps, 60) # whole animation frames elapsed
var fr = 0
if mode == 1 { # once: clamp on the last frame
fr = elapsed
if fr > frames - 1 { fr = frames - 1 }
} else {
if mode == 2 { # pingpong: bounce 0..frames-1..0
let period = max(1, frames * 2 - 2)
let m = elapsed % period
if m < frames { fr = m } else { fr = period - m }
} else { # loop (mode 0 / default)
fr = elapsed % frames
}
}
World.set(e, p, f_frame, fr)
e = World.query_next(p, e + 1)
}
}
# ---- Motion: value tween advance (#43) -------------------------------------
# Component contract — `property Motion { ticks: int, dur: int, from: int,
# to: int, ease: int, value: int, done: int }`:
# ticks engine frames elapsed since the tween started (engine advances it)
# dur duration in engine frames (ticks); dur <= 0 snaps straight to `to`
# from,to the interpolation endpoints (integer game units — position, alpha…)
# ease 0 = linear, 1 = in (t^2), 2 = out, 3 = in-out
# value OUTPUT: the interpolated value this frame
# done OUTPUT: 1 once ticks has reached dur, else 0
# progress is carried in 0..1024 so easing curves are exact in integer math.
function esys_motion_ease(t: int, ease: int) -> int {
if ease == 1 { return t * t / 1024 } # ease-in: t^2
if ease == 2 { # ease-out: 1-(1-t)^2
let u = 1024 - t
return 1024 - (u * u / 1024)
}
if ease == 3 { # ease-in-out
if t < 512 { return (t * t / 1024) * 2 }
let u = 1024 - t
return 1024 - (u * u / 1024) * 2
}
return t # linear
}
function esys_motion() -> void {
let p = World.prop_id("Motion")
if p < 0 { return }
let f_ticks = World.field_id(p, "ticks")
let f_dur = World.field_id(p, "dur")
let f_from = World.field_id(p, "from")
let f_to = World.field_id(p, "to")
let f_ease = World.field_id(p, "ease")
let f_value = World.field_id(p, "value")
let f_done = World.field_id(p, "done")
if f_ticks < 0 { return }
if f_value < 0 { return }
var e = World.query_next(p, 0)
while e >= 0 {
let dur = World.get(e, p, f_dur)
var ticks = World.get(e, p, f_ticks) + 1
if ticks > dur { ticks = dur } # clamp so `value` rests at `to`
World.set(e, p, f_ticks, ticks)
let from = World.get(e, p, f_from)
let to = World.get(e, p, f_to)
let ease = World.get(e, p, f_ease)
var t = 1024
if dur > 0 { t = esys_div(ticks * 1024, dur) }
if t > 1024 { t = 1024 }
let te = esys_motion_ease(t, ease)
let value = from + (to - from) * te / 1024
World.set(e, p, f_value, value)
if f_done >= 0 {
var d = 0
if ticks >= dur { d = 1 }
World.set(e, p, f_done, d)
}
e = World.query_next(p, e + 1)
}
}