ludic/packages/ludic.base/README.md
Orkuncakilkaya dd6a449921 feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner
A mechanic package depends on ludic.base and nothing else: ports (records of
function values for now) for questions, queues for facts, verbs for changes,
phases for order and its own versioned save section. The runner inits, resets,
saves and loads systems in the order added and ticks them phase by phase; a
missing save section is a reset. Tests for each piece and a worked route
between two toy mechanics live under tests/. The old ludic.core (engine ECS
components) is used by examples/library and stays.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:01:16 +03:00

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# ludic.base
The vocabulary a game made of mechanic packages shares. A mechanic (fishing, needs, a shop, the
weather) depends on `ludic.base` and on nothing else - never on another mechanic. The game is the
only code that knows two mechanics, and it wires them together.
(`ludic.core` is a different, older package: the engine's canonical ECS components, used by the
examples under `examples/library/`.)
```ludic
import "ludic.base"
```
## The rules
1. **A mechanic uses only this.** If a mechanic needs a second mechanic to compile, that is the
bug. Its tests are one program: `ludic.base`, the mechanic, and a fake for each port.
2. **Ports for questions.** What a mechanic needs to ASK the world is a record of function
values it owns (`FishingWorld { is_water: fn(float, float) -> bool }`), in primitive and
`ludic.base` types only. The game binds it once.
3. **Queues for facts.** What HAPPENED is pushed onto a `Queue<T>` the mechanic owns (`caught`)
and drained by the game in a later phase. A mechanic never acts on another's behalf.
4. **Verbs for changes.** A mechanic's state changes only through its exported functions
(`fishing_cast`, `pack_add`). Nothing assigns another module's globals.
5. **Phases for order.** A system names its phase; within a phase the game's list is the order.
No system says "after fishing".
6. **Its own save section.** Each system saves under its own key with its own version and
migrates its own old versions in `load`. A missing section is a reset.
7. **Its own dice.** A mechanic is handed an `Rng`, never draws from `Random.*`, so moving it
cannot shift anyone else's rolls.
## The API
| | |
| --- | --- |
| `Tick { dt, frame, hours }`, `tick_new(dt, frame, hours)` | what a system's tick receives |
| `PH_INPUT`, `PH_SENSE`, `PH_SIMULATE`, `PH_RESOLVE`, `PH_COMMIT`, `PH_PRESENT`, `PH_COUNT` | the phases, in the order they run |
| `Queue<T>`, `q_new<T>(name)`, `q_push(q, v)`, `q_drain(q) -> []T`, `q_len(q)`, `q_clear(q)` | facts, first in first out |
| `core_undrained() -> []string` | the names of queues still holding facts; ask it at the end of a frame |
| `Rng`, `rng_new(seed)`, `rng_seed(r, seed)`, `rng_next(r)`, `rng_float(r)`, `rng_between(r, lo, hi)`, `rng_span(r, lo, hi)` | a xorshift32 stream of its own (`rng_between` is inclusive; `rng_range` is taken by `Random.range`) |
| `SaveNode { found, version, data }`, `save_tree()`, `save_section(root, key, version, v)`, `load_section(root, key) -> SaveNode`, `save_encode`, `save_decode` | the save tree: `{"fishing": {"v": 3, ...}}`; `v` is reserved in a section, and a non-object value rides under `data` |
| `sv_int`, `sv_float`, `sv_bool`, `sv_str` (key, fallback), `sv_ints` | typed reads with a fallback; a float is kept as thousandths |
| `sv_put_int`, `sv_put_float`, `sv_put_bool`, `sv_put_str`, `sv_put_ints` | the matching writes |
| `System { key, phase, version, init, reset, tick, save, load }`, `system_new(key, phase)` | a system; a null function is a verb it does not have |
| `core_add(s)`, `core_clear()`, `core_count()` | the game's system list (a key may appear once) |
| `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase |
## A toy mechanic
```ludic
module toy_fishing
numbers float
import "ludic.base"
export property Caught { species: int = 0, weight: float = 0.0 }
export property FishingWorld { is_water: fn(float, float) -> bool = null } # its port
var world: FishingWorld = null
var dice: Rng = null
var casts: int = 0
export var caught: Queue<Caught> = null # its facts
export function fishing_bind(w: FishingWorld) -> void { world = w }
export function fishing_cast(x: float, z: float) -> bool { # its verb
if not world.is_water(x, z) { return false }
casts += 1
return true
}
function fishing_reset() -> void {
casts = 0
dice = rng_new(7)
caught = q_new("fishing.caught")
}
function fishing_tick(t: Tick) -> void {
while casts > 0 {
let c = new Caught
c.species = rng_between(dice, 0, 2)
c.weight = 0.5 + rng_float(dice)
q_push(caught, c)
casts -= 1
}
}
export function fishing_system() -> System {
let s = system_new("fishing", PH_SIMULATE)
s.reset = fn fishing_reset
s.tick = fn fishing_tick
return s
}
```
## A game wiring two of them
`toy_pack` is the same shape: verbs `pack_add(kind, n)` / `pack_count(kind)` and a system in
`PH_COMMIT` that saves its counts. Neither knows the other; the game binds fishing's port, writes
the route, and orders the three.
```ludic
import "toys/fishing"
import "toys/pack"
import "ludic.base"
program Game {
numbers float
function lake(x: float, z: float) -> bool { return x < 100.0 }
# the route: a landed fish goes into the pack
function route_fishing_pack(t: Tick) -> void {
let fish = q_drain(caught)
for i in 0 .. len(fish) { pack_add(fish[i].species, 1) }
}
function game_start() -> void {
let w = new FishingWorld
w.is_water = fn lake
fishing_bind(w)
core_add(fishing_system())
let r = system_new("route.fishing_pack", PH_RESOLVE)
r.tick = fn route_fishing_pack
core_add(r)
core_add(pack_system())
core_reset_all()
}
}
```
Both are compiled and run by `tests/route_test.ludic` (the mechanics are `tests/toys/`).
## Tests
Each piece has a program under `tests/`, built and run directly:
```bash
ludic build packages/ludic.base/tests/queue_test.ludic --headless -o /tmp/queue_test && /tmp/queue_test
```
`queue_test`, `rng_test`, `save_test`, `system_test` and `route_test`. Two things the language
does not do yet shape them: a generic call inside a `test` body is not resolved (so the queue
cases are functions a test calls), and test blocks share one program's globals (so each case
that uses the runner starts with `core_clear()`); `ludic test <dir>` with a fresh state per
test will lift the second.
## Later
- `port FishingWorld { ... }` / `bind` will replace the record of function values, checked at
compile time instead of a null at run time.
- `open registry Systems of System` could replace `core_add`: each mechanic `def`s its system and
the game's own `def`s give the order. Function values in a `def` work today (`def Systems a {
tick: fn a_tick }`); what is missing is a registry a package declares and a game fills, in an
order the game controls. Until then the list is built by calls, in one place.
- `module toy_fishing uses ludic_base` will make rule 1 a compile error rather than a review.