The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
130 lines
4.6 KiB
Text
130 lines
4.6 KiB
Text
# dialog.ludic — RPG Module E: a data-driven dialog graph (Ink/Yarn style) (#59).
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#
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# A tree is nodes (a line of text) + choices (label -> next node). Writers register
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# trees with zero engine code; a `Dialog` component tracks the current node per
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# speaker. Choices are veto-able (skill-check gating) via cancellable DialogChoice.
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const DLG_TREE_MAX: int = 64
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const DLG_NODE_MAX: int = 512
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const DLG_CHOICE_MAX: int = 1024
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var dlg_reg: Dict = null # tree name -> tree id
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var dlg_tree_n: int = 0
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var dlg_tree_start: words = null # first node id per tree
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var dlg_node_n: int = 0
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var dlg_node_tree: words = null
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var dlg_node_text: pointers = null
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var dlg_choice_n: int = 0
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var dlg_choice_node: words = null # owning node
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var dlg_choice_label: pointers = null
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var dlg_choice_next: words = null # next node id, or -1 to end
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function dlg_ensure() -> void {
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if dlg_reg == null {
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dlg_reg = Dict.new()
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dlg_tree_start = words(DLG_TREE_MAX)
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dlg_node_tree = words(DLG_NODE_MAX); dlg_node_text = pointers(DLG_NODE_MAX)
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dlg_choice_node = words(DLG_CHOICE_MAX); dlg_choice_label = pointers(DLG_CHOICE_MAX); dlg_choice_next = words(DLG_CHOICE_MAX)
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}
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}
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property Dialog { tree: int = 0, node: int = 0, active: int = 0 }
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event DialogStarted { e: int = 0, tree: int = 0 }
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event DialogLine { e: int = 0, node: int = 0 }
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event cancellable DialogChoice { e: int = 0, node: int = 0, choice: int = 0 }
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event DialogEnded { e: int = 0 }
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# Dialog.tree(name) — register (or fetch) a tree id.
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@Namespace(Dialog) function dialog_tree(name: pointer) -> int {
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dlg_ensure()
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let ex = Dict.get_or(dlg_reg, name, -1)
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if ex >= 0 { return ex }
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if dlg_tree_n >= DLG_TREE_MAX { return -1 }
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let id = dlg_tree_n
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dlg_tree_start[id] = -1
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dlg_tree_n += 1
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Dict.set(dlg_reg, name, id)
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return id
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}
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# Dialog.node(tree_name, text) — add a line node; the first node added to a tree is
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# its entry point. Returns the node id.
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@Namespace(Dialog) function dialog_node(tree_name: pointer, text: pointer) -> int {
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dlg_ensure()
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let tid = dialog_tree(tree_name)
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if tid < 0 { return -1 }
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if dlg_node_n >= DLG_NODE_MAX { return -1 }
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let id = dlg_node_n
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dlg_node_tree[id] = tid; dlg_node_text[id] = text
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dlg_node_n += 1
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if dlg_tree_start[tid] < 0 { dlg_tree_start[tid] = id }
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return id
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}
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# Dialog.choice(node, label, next_node) — add a branch (next_node -1 ends).
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@Namespace(Dialog) function dialog_choice(node: int, label: pointer, next_node: int) -> int {
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dlg_ensure()
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if dlg_choice_n >= DLG_CHOICE_MAX { return -1 }
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let id = dlg_choice_n
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dlg_choice_node[id] = node; dlg_choice_label[id] = label; dlg_choice_next[id] = next_node
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dlg_choice_n += 1
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return id
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}
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function dlg_get(e: int, name: pointer) -> int {
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let P = World.prop_id("Dialog"); if P < 0 { return 0 }
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return World.get(e, P, World.field_id(P, name))
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}
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function dlg_set(e: int, name: pointer, v: int) -> void {
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let P = World.prop_id("Dialog"); if P < 0 { return }
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World.set(e, P, World.field_id(P, name), v)
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}
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# Dialog.start(e, tree_name) — open the tree on a speaker (DialogStarted + Line).
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@Namespace(Dialog) function dialog_start(e: int, tree_name: pointer) -> void {
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dlg_ensure()
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let tid = dialog_tree(tree_name)
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if tid < 0 { return }
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dlg_set(e, "tree", tid)
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dlg_set(e, "node", dlg_tree_start[tid])
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dlg_set(e, "active", 1)
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emit DialogStarted(e: e, tree: tid)
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emit DialogLine(e: e, node: dlg_tree_start[tid])
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}
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# Dialog.line(e) — text of the current node (empty when inactive).
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@Namespace(Dialog) function dialog_line(e: int) -> pointer {
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if dlg_get(e, "active") == 0 { return "" }
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return dlg_node_text[dlg_get(e, "node")]
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}
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# Dialog.count(e) — number of choices at the current node.
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@Namespace(Dialog) function dialog_count(e: int) -> int {
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dlg_ensure()
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if dlg_get(e, "active") == 0 { return 0 }
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let node = dlg_get(e, "node")
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var n = 0; var i = 0
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while i < dlg_choice_n { if dlg_choice_node[i] == node { n += 1 }; i += 1 }
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return n
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}
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# Dialog.choose(e, i) — take the i-th choice (veto-able); advance or end.
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@Namespace(Dialog) function dialog_choose(e: int, idx: int) -> int {
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dlg_ensure()
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if dlg_get(e, "active") == 0 { return 0 }
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let node = dlg_get(e, "node")
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var seen = 0; var i = 0; var pick = -1
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while i < dlg_choice_n {
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if dlg_choice_node[i] == node {
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if seen == idx { pick = i; i = dlg_choice_n } else { seen += 1 }
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}
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i += 1
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}
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if pick < 0 { return 0 }
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if emit DialogChoice(e: e, node: node, choice: idx) != 0 { return 0 }
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let nxt = dlg_choice_next[pick]
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if nxt < 0 {
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dlg_set(e, "active", 0)
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emit DialogEnded(e: e)
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} else {
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dlg_set(e, "node", nxt)
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emit DialogLine(e: e, node: nxt)
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}
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return 1
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}
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