- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
26 lines
886 B
Text
26 lines
886 B
Text
# world_query.ludic — EV2b reflection: iterate the world by property (replaces
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# tests/mod_c/world_query.c). world_query_next(prop, from) returns the next live
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# entity (>= from) that has the property, or -1 — so a mod walks all bearers of a
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# component without knowing the models. Two Units (hp 50, 60) → count 2, sum 110.
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program WorldQuery {
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property Health { hp: int = 0, max: int = 0 }
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model Unit { Health }
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@Public @OnSpawn(Unit) handler Init { Health.hp = Health.max }
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entry {
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spawn Unit { Health { max: 50 } }
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spawn Unit { Health { max: 60 } }
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let H = world_prop_id("Health")
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let hp = world_field_id(H, "hp")
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var count = 0
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var sum = 0
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var e = world_query_next(H, 0)
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while e >= 0 {
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count += 1
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sum += world_get(e, H, hp)
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e = world_query_next(H, e + 1)
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}
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print(count) # 2
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print(sum) # 110
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}
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}
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