ludic/examples/games/shooter_demo.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- 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>
2026-09-05 01:12:26 +03:00

174 lines
7.8 KiB
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# shooter_demo.ludic — the ludic.shooter controller (#60) exercised headlessly and
# deterministically: decoupled top-down movement, a data-driven weapon that fires
# along the aim, a projectile that travels and damages an ENEMY (faction-filtered,
# so friendly fire is ignored), a piercing shot that hits two enemies, a spread
# weapon that emits several pellets, and the ProjectileSpawned mutable hook.
#
# A full run prints: 1 1 1 1 1 1 1 1 1 1 1
#
# Build (from the repo root):
# LUDIC_MODULES=packages ludicc --headless examples/games/shooter_demo.ludic
program ShooterDemo {
import "ludic.shooter/shooter.ludic"
property Position { x: int = 0, y: int = 0 }
property Body {
vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, max_fall: fixed = 0.0,
rx: fixed = 0.0, ry: fixed = 0.0, policy: int = 1,
on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
}
property Collider {
w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
hit: int = 0, entered: int = 0, exited: int = 0
}
model Gunner { Position, Body, Collider, TopDown, Weapon, Faction, Stats }
model Mob { Position, Collider, Faction, Stats }
model Nest { Position, Spawner }
@OnSpawn(Gunner) handler GInit { }
@OnSpawn(Mob) handler MInit { }
@OnSpawn(Nest) handler NInit { }
var spawn_reqs: int = 0
@On(SpawnRequested) handler OnSpawnReq { spawn_reqs += 1 }
var waves_cleared: int = 0
@On(WaveCleared) handler OnWaveClear { waves_cleared += 1 }
var spawned: int = 0
@On(ProjectileSpawned) handler CountSpawn { spawned += 1 }
var hits: int = 0
@On(ProjectileHit) handler CountHit { hits += 1 }
# reap the dead (the realistic policy: a Died body leaves the world) so stale
# corpses do not sit in the faction/targeting scans.
var deaths: int = 0
@On(Died) handler Reap { deaths += 1; despawn e }
function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i += 1 } }
function bi(b: bool) -> int { if b { return 1 }; return 0 }
function hp_of(e: int) -> int {
let P = World.prop_id("Stats")
return World.get(e, P, World.field_id(P, "hp"))
}
# the mob is the Stats-carrying entity with no TopDown (Mob is a model, not a
# queryable property — query by a component it actually has).
function find_mob() -> int {
let PS = World.prop_id("Stats")
let PT = World.prop_id("TopDown")
var e = World.query_next(PS, 0)
while e >= 0 { if World.has(e, PT) == 0 { return e }; e = World.query_next(PS, e + 1) }
return -1
}
# a mob still alive (hp > 0) — the dead one from an earlier test stays in the world.
function find_live_mob() -> int {
let PS = World.prop_id("Stats")
let PT = World.prop_id("TopDown")
let fhp = World.field_id(PS, "hp")
var e = World.query_next(PS, 0)
while e >= 0 {
if (World.has(e, PT) == 0) and (World.get(e, PS, fhp) > 0) { return e }
e = World.query_next(PS, e + 1)
}
return -1
}
entry {
let PT = World.prop_id("TopDown")
let PB = World.prop_id("Body")
let PP = World.prop_id("Position")
# weapons: a pistol (single) and a shotgun (spread cone of 5), plus a piercer.
Weapon.def("pistol", 6, 10, 8, 0, 1, 0)
Weapon.def("shotgun", 12, 6, 7, 30, 5, 1)
Weapon.def("rifle", 4, 8, 10, 0, 1, 0)
# player faction 1, enemies faction 2 (hostile by default).
spawn Gunner { Position { x: 100, y: 100 }, Collider { w: 12, h: 12 },
TopDown { move_speed: 4, aim_mode: 2 }, Weapon { def_id: 0 }, Faction { id: 1 },
Stats { hp: 50, max_hp: 50 } }
let g = World.query_next(PT, 0)
# ---- A. decoupled movement: move right, body slides, aim follows move dir --
TopDown.move(g, 1, 0)
let x0 = World.get(g, PP, World.field_id(PP, "x"))
tick_n(15)
TopDown.move(g, 0, 0)
let x1 = World.get(g, PP, World.field_id(PP, "x"))
print(bi(x1 > x0 + 10)) # 1 — moved right
print(bi(World.get(g, PT, World.field_id(PT, "aim_angle")) == 0)) # 1 — aim = move dir (+x = 0deg)
# ---- B. fire the pistol straight at an enemy to the right --------------
let gx = World.get(g, PP, World.field_id(PP, "x"))
let gy = World.get(g, PP, World.field_id(PP, "y"))
spawn Mob { Position { x: gx + 120, y: gy }, Collider { w: 16, h: 16 }, Faction { id: 2 }, Stats { hp: 100, max_hp: 100, def: 0 } }
let mob = find_mob()
World.set(g, PT, World.field_id(PT, "aim_mode"), 4) # manual aim for the firing tests
TopDown.aim(g, 0) # aim +x
Weapon.equip(g, "pistol")
TopDown.fire(g, 1)
tick_n(1) # one shot fires (cooldown gates the rest)
TopDown.fire(g, 0)
let hp_before = hp_of(mob)
tick_n(40) # bullet flies ~120px and hits
print(bi(spawned >= 1)) # 1 — a projectile spawned
print(bi(hp_of(mob) < hp_before)) # 1 — enemy took damage
# ---- C. friendly fire is ignored (same faction) ------------------------
spawn Gunner { Position { x: gx + 40, y: gy }, Collider { w: 12, h: 12 },
TopDown { aim_mode: 2 }, Weapon { def_id: 0 }, Faction { id: 1 }, Stats { hp: 50, max_hp: 50 } }
var ally = World.query_next(PT, 0)
if ally == g { ally = World.query_next(PT, g + 1) }
let ally_hp = hp_of(ally)
TopDown.aim(g, 0)
TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
tick_n(20)
print(bi(hp_of(ally) == ally_hp)) # 1 — ally unharmed (faction)
# ---- D. shotgun spread emits multiple pellets in one shot ---------------
let s0 = spawned
Weapon.equip(g, "shotgun")
TopDown.aim(g, 0)
TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
print(bi(spawned - s0 == 5)) # 1 — 5 pellets
# ---- E. a fresh enemy is eventually killed (Combat -> Died -> reaped) --
let d0 = deaths
Weapon.equip(g, "rifle")
TopDown.aim(g, 0)
var f = 0
while (deaths == d0) and (f < 400) {
TopDown.fire(g, 1); tick_fixed(); TopDown.fire(g, 0); tick_fixed()
f += 1
}
print(bi(deaths == d0 + 1)) # 1 — enemy destroyed (Died fired)
# ---- F. ring pattern (bullet-hell) emits N bullets around 360 ----------
let r0 = spawned
let ring = Weapon.def("nova", 30, 3, 6, 0, 8, 2) # pattern 2 = ring, 8 pellets
Weapon.equip(g, "nova")
TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
print(bi(spawned - r0 == 8)) # 1 — 8-way ring
# ---- G. homing shot curves onto an off-axis enemy ----------------------
let seek = Weapon.def("seeker", 30, 40, 6, 0, 1, 0)
Weapon.set_homing(seek, 12) # 12 deg/frame turn
let gx2 = World.get(g, PP, World.field_id(PP, "x"))
let gy2 = World.get(g, PP, World.field_id(PP, "y"))
spawn Mob { Position { x: gx2 + 60, y: gy2 + 60 }, Collider { w: 16, h: 16 }, Faction { id: 2 }, Stats { hp: 30, max_hp: 30 } }
let mob2 = find_live_mob()
let mob2_hp0 = hp_of(mob2)
Weapon.equip(g, "seeker")
TopDown.aim(g, 0) # fire +x, but the target is down-right
TopDown.fire(g, 1); tick_n(1); TopDown.fire(g, 0)
tick_n(60) # the shot should curve in and hit
print(bi(hp_of(mob2) < mob2_hp0)) # 1 — homing connected
# ---- H. wave spawner: budgeted, throttled SpawnRequested + WaveCleared --
spawn Nest { Position { x: 300, y: 300 }, Spawner { rate: 3, budget: 4 } }
tick_n(20) # 4 spawns at 3-frame spacing, then cleared
print(bi(spawn_reqs == 4)) # 1 — exactly budget requests
print(bi(waves_cleared == 1)) # 1 — wave cleared once
quit()
}
}