ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
48 lines
3 KiB
Text
48 lines
3 KiB
Text
# combat_kit.ludic — the shooter kit over ludic.gameplay: Dash (a dodge with i-frames),
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# Melee (an arc swing with knockback and MeleeHit), build stats on Stats applied by
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# Combat.damage (damage_pct, crit_pct, thorns; a Crit event), Stats.add, and the
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# Dungeon package (arena, exits, entry points). Prints:
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# 6846 153196 31 107110 6000 5002 1 80 97 11 10 700 110
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program CombatKit {
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import "ludic.core/components.ludic"
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import "ludic.shooter/shooter.ludic"
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import "ludic.dungeon/dungeon.ludic"
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import "ludic.prefs/prefs.ludic"
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property Foe { n: int = 0 }
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model Hero { Position, Body, Collider, TopDown, Weapon, Faction, Stats, Dash, Melee }
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model Creature { Position, Body, Collider, Faction, Stats, Foe }
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model WorldRules { Solids }
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state CombatKitState {
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frames: int = 0
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hero: int = -1
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}
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@On(MeleeHit) handler H { print(5000 + target) }
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@On(Crit) handler C { print(6000) }
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handler Tick(combat_kit_st: mut CombatKitState) phase Update {
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combat_kit_st.frames += 1
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if combat_kit_st.frames == 1 {
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Map.size(20, 15)
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Dungeon.arena(Dungeon.random_style(), '#', '.')
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Dungeon.set_exit(Side.North, 'D')
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spawn WorldRules { Solids { tile: 16, wall: '#', solid2: 'D' } }
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print(Map.get(x: 9, y: 0) * 100 + Map.get(x: 9, y: 7)) # 6846: the sealed door, the open lane
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let e = Dungeon.entry_point(Side.South, 24, 14, 20)
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print(e.x * 1000 + e.y) # 153196
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print(Dungeon.opposite(Side.West) * 10 + Dungeon.at_edge(IVec2.make(0, 3))) # 31
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Weapon.def(name: "p", fire_rate: 10, damage: 10, speed: 8, spread: 0, pellets: 1, pattern: 0)
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combat_kit_st.hero = spawn Hero { Position { x: 100, y: 100 }, Collider { w: 14, h: 20 }, Body { policy: 1 }, TopDown { move_speed: 4, aim_mode: AimMode.Manual, aim_angle: 0 }, Faction { id: 1 },
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Stats { hp: 100, max_hp: 100 }, Dash { frames: 3, speed: 9, cooldown_frames: 5 }, Melee { range: 30, damage: 7, knockback: 4 } }
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Stats.add(combat_kit_st.hero, StatKind.CritPct, 100)
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Stats.add(combat_kit_st.hero, StatKind.DamagePct, 50)
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let c = Collider.center(combat_kit_st.hero); print(c.x * 1000 + c.y) # 107110
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spawn Creature { Position { x: 120, y: 100 }, Collider { w: 14, h: 20 }, Body { policy: 1 }, Faction { id: 2 }, Stats { hp: 100, max_hp: 100, thorns: 3 }, Foe { n: 1 } }
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Faction.set(1, 2, 2)
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print(Melee.swing(combat_kit_st.hero)) # 1 hit (after 6000 and 5002)
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for (s, f) in query [Stats, Foe] { print(s.hp) } # 80: 7 * 150% doubled by the crit
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print(Stats.of(combat_kit_st.hero).hp) # 97: thorns
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print(Dash.start(combat_kit_st.hero, 0, 0) * 10 + Dash.active(combat_kit_st.hero)) # 11
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print(Prefs.max("best", 5) * 10 + Prefs.max("best", 3)) # 10
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}
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if combat_kit_st.frames == 7 { print(700 + Dash.active(combat_kit_st.hero)); print(Position.of(combat_kit_st.hero).x); quit() } # 700 110
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}
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}
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