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>
45 lines
1.6 KiB
Text
45 lines
1.6 KiB
Text
# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/games/chronorift.ludic. No `game` wrapper (this is a fragment).
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property Pos { x: int = 0, y: int = 0 }
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property Actor { kind: int = 0 }
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property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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property Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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model Player { Pos, Actor, Party, Stats } # the controllable knight
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model Ally { Party, Stats } # backline mage (no overworld body)
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model Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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const SPR_GRASS: int = 0
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const SPR_TREE: int = 1
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const SPR_PATH: int = 2
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const SPR_HOUSE: int = 3
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const SPR_DOOR: int = 4
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const SPR_HERO: int = 5
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const SPR_SLIME: int = 6
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const SPR_SKEL: int = 7
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const SPR_BOSS: int = 8
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const SPR_MAGE: int = 9
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const SPR_FLOOR: int = 10
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const SPR_WALL: int = 11
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export state GamesChronoriftState {
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game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
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turn_phase: int = 0
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menu_cursor: int = 0
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encounter: int = 0
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enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
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player_hit: int = 0
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enemy_hit: int = 0
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gold: int = 0
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world_map: int = 0 # 0 overworld, 1 dungeon
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boss_down: int = 0 # boss defeated flag
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ack: int = 0 # debounce for end screens
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potions: int = 0 # potions in inventory
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}
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