An opinionated, game-facing surface for the language: - Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time (selfhost/emit_color.ludic). - Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as subject.action; present() -> Screen.show(), clear -> Screen.clear, fill_rect -> Screen.fill_rectangle, etc. - Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:), reordered to the callee's parameters at emit time. - machine/become can run over a named program-scope var, not just a register. - Migrate examples off numeric registers to named vars; snake/menu/chronorift render byte-identical to the goldens and the bootstrap fixpoint is preserved. - Regenerate the checked-in seed (selfhost/ludicc.seed.ll). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
86 lines
3.2 KiB
Text
86 lines
3.2 KiB
Text
# rules.ludic — pure game rules & map data (functions only, no systems).
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fn tile_sprite(c: int) -> int {
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match c {
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'T', '#' => return SPR_TREE
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'H' => return SPR_HOUSE
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'D' => return SPR_DOOR
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'r', 'h' => return SPR_PATH
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',', 'S', 'B' => return SPR_FLOOR
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'=' => return SPR_WALL
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}
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return SPR_GRASS
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}
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fn walkable(x: int, y: int) -> bool {
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let c = Map.tile(x, y)
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return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
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}
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fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
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fn enemy_name(et: int) -> str {
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if et == 0 { return "SLIME" }
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if et == 1 { return "SKELETON" }
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return "RIFT WARDEN"
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}
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fn build_field(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "########################################")
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Map.row(1, "#......................................#")
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Map.row(2, "#...TT.........................TT.....D#")
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Map.row(3, "#..TT.......................TT.........#")
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Map.row(4, "#..T.........................T.........#")
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Map.row(5, "#....................................T.#")
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Map.row(6, "#.....TT....................TT.......T.#")
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Map.row(7, "#....TT.....................T..........#")
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Map.row(8, "#...........rrrrrrrr........HH.........#")
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Map.row(9, "#..........r........r.......HH.........#")
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Map.row(10, "#......TT...r........rrrrrrrrhr......T.#")
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Map.row(11, "#.....TT...r.................r.......T.#")
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Map.row(12, "#..........r.......TT.......r..........#")
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Map.row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
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Map.row(14, "#.........TT.........................T.#")
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Map.row(15, "#........TT..........................T.#")
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Map.row(16, "#....................................T.#")
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Map.row(17, "########################################")
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return 0
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}
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fn build_dungeon(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "========================================")
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Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
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Map.row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
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Map.row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
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Map.row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
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Map.row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
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Map.row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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Map.row(17, "========================================")
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return 0
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}
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fn grant_xp(amount: int) -> int {
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for (t) in query [Stats, {Party}] {
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if t.hp > 0 {
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t.xp = t.xp + amount
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while t.xp >= t.lvl * 20 {
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t.xp = t.xp - t.lvl * 20
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t.lvl = t.lvl + 1
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t.maxhp = t.maxhp + 8
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t.hp = t.maxhp
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t.maxmp = t.maxmp + 2
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t.atk = t.atk + 2
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t.def = t.def + 1
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}
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}
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}
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return 0
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}
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