Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":
- `let x = e` -> immutable binding; a later `x = …` is a compile error
(`cannot assign to immutable 'x' … use var`).
- `var x = e` -> mutable binding, at local OR module scope (position decides
scope; the keyword decides mutability).
- `const` -> unchanged (compile-time).
Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.
Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
A) add `var` as a local statement + per-local mutability tracking (loc_mut),
no enforcement;
B) migrate every reassigned `let` -> `var` across the compiler, runtime and
examples (337 declarations), driven by a per-function, string/comment-aware
scan (binding targets only, never `x.f =` / `x[i] =`);
C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
golden build (which splices the runtime) then proved zero reassigned `let`
was missed anywhere.
Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
140 lines
4.3 KiB
Text
140 lines
4.3 KiB
Text
# overworld.ludic — boot, movement/encounter input, and the shop system.
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handler Boot phase Start {
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png_load("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
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png_load("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
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png_load("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
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png_load("assets/kenney/tiny-town/Tiles/tile_0073.png") # 3 house
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png_load("assets/kenney/tiny-town/Tiles/tile_0112.png") # 4 arch
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") # 5 hero
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0108.png") # 6 slime
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0120.png") # 7 skeleton
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0110.png") # 8 boss
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0084.png") # 9 mage
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0048.png") # 10 floor
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png_load("assets/kenney/tiny-dungeon/Tiles/tile_0026.png") # 11 wall
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build_field(0)
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spawn Player {
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Pos { x: 11, y: 15 }
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Actor { kind: 5 }
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Party { slot: 0 }
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Stats { hp: 40, maxhp: 40, mp: 8, maxmp: 8, atk: 12, def: 6, lvl: 1, xp: 0, guard: 0 }
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}
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spawn Ally {
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Party { slot: 1 }
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Stats { hp: 26, maxhp: 26, mp: 16, maxmp: 16, atk: 8, def: 4, lvl: 1, xp: 0, guard: 0 }
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}
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set_reg(R_MODE, 0)
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set_reg(R_ENC, 4)
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set_reg(R_MAP, 0)
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set_reg(R_BOSS, 0)
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set_reg(R_GOLD, 20)
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set_reg(R_POTION, 2)
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}
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handler Control phase Input {
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if reg(R_MODE) == 0 {
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for (p) in query [Pos, {Player}] {
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let k = key()
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var nx = p.x
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var ny = p.y
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if k == 'w' { ny = p.y - 1 }
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if k == 's' { ny = p.y + 1 }
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if k == 'a' { nx = p.x - 1 }
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if k == 'd' { nx = p.x + 1 }
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var moved = 0
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if walkable(nx, ny) {
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if nx != p.x or ny != p.y {
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p.x = nx
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p.y = ny
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moved = 1
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}
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}
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if moved == 1 {
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let tc = tile(p.x, p.y)
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if tc == 'D' {
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build_dungeon(0)
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p.x = 3
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p.y = 2
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set_reg(R_MAP, 1)
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}
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if tc == 'S' {
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build_field(0)
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p.x = 36
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p.y = 3
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set_reg(R_MAP, 0)
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}
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if tc == 'B' {
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if reg(R_BOSS) == 0 {
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set_reg(R_ETYPE, 2)
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spawn Enemy {
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Actor { kind: 8 }
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Stats { hp: 120, maxhp: 120, mp: 0, maxmp: 0, atk: 18, def: 10, lvl: 5, xp: 300, guard: 0 }
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}
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set_reg(R_MODE, 1)
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set_reg(R_PHASE, 0)
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set_reg(R_CUR, 0)
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}
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}
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if tc == 'h' {
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set_reg(R_MODE, 4)
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set_reg(R_CUR, 0)
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}
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if tc != 'D' {
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if tc != 'S' {
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if tc != 'B' {
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if tc != 'h' {
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set_reg(R_ENC, reg(R_ENC) - 1)
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if reg(R_ENC) <= 0 {
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set_reg(R_ENC, rng_range(4, 9))
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var et = 0
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if reg(R_MAP) == 1 { et = 1 }
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if reg(R_MAP) == 0 {
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if rng_chance(40) { et = 1 }
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}
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set_reg(R_ETYPE, et)
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if et == 0 {
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spawn Enemy {
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Actor { kind: 6 }
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Stats { hp: 18, maxhp: 18, mp: 0, maxmp: 0, atk: 8, def: 2, lvl: 1, xp: 7, guard: 0 }
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}
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}
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if et == 1 {
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spawn Enemy {
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Actor { kind: 7 }
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Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
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}
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}
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set_reg(R_MODE, 1)
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set_reg(R_PHASE, 0)
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set_reg(R_CUR, 0)
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}
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}
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}
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}
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}
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}
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if k == 'k' { save() }
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if k == 'l' { if load() { } }
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}
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}
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}
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# shop (at the house 'h' tile): buy potions with gold
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handler Shop phase Update {
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if reg(R_MODE) == 4 {
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let k = key()
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if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
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if k == 's' { set_reg(R_CUR, min(1, reg(R_CUR) + 1)) }
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if is_confirm(k) {
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if reg(R_CUR) == 0 {
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if reg(R_GOLD) >= 10 {
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set_reg(R_GOLD, reg(R_GOLD) - 10)
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set_reg(R_POTION, reg(R_POTION) + 1)
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}
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}
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if reg(R_CUR) == 1 { set_reg(R_MODE, 0) }
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}
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}
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}
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