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>
172 lines
6.3 KiB
Text
172 lines
6.3 KiB
Text
# combat.ludic — the co-op turn-based battle state machine.
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# The battle is a state machine over the `turn_phase` variable. `machine`
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# dispatches on its value and `become` transitions to a named state — no more
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# `if ph == N` ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
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# Menu selections, named instead of matched on bare integers (menu_cursor holds one).
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enum KnightAct { Attack, Guard, Item, Flee }
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enum MageAct { Attack, Heal, Guard }
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handler Battle(games_chronorift_st: mut GamesChronoriftState) phase Update {
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if games_chronorift_st.game_mode == 1 {
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let k = Input.key()
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for (e) in query [Stats, {Enemy}] {
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machine games_chronorift_st.turn_phase {
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state KnightMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 0 {
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if st.hp <= 0 {
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become MageMenu
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games_chronorift_st.menu_cursor = 0
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} else {
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if k == 'w' { games_chronorift_st.menu_cursor = max(0, games_chronorift_st.menu_cursor - 1) }
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if k == 's' { games_chronorift_st.menu_cursor = min(3, games_chronorift_st.menu_cursor + 1) }
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if is_confirm(k) {
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match games_chronorift_st.menu_cursor {
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KnightAct.Attack => {
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let d = max(1, st.atk - e.def + Random.range(0, 4))
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e.hp -= d
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games_chronorift_st.player_hit = d
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}
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KnightAct.Guard => { st.guard = 1; games_chronorift_st.player_hit = 0 }
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KnightAct.Item => {
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if games_chronorift_st.potions > 0 {
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games_chronorift_st.potions -= 1
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st.hp = min(st.maxhp, st.hp + 24)
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games_chronorift_st.player_hit = 24
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} else { games_chronorift_st.player_hit = 0 }
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}
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KnightAct.Flee => {
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if Random.chance(50) { e.hp = 0; games_chronorift_st.game_mode = 0 }
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else { games_chronorift_st.player_hit = 0 }
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}
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}
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become KnightResolve
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games_chronorift_st.menu_cursor = 0
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}
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}
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}
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}
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}
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state KnightResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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games_chronorift_st.gold += e.xp
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if games_chronorift_st.enemy_type == 2 { games_chronorift_st.boss_down = 1; games_chronorift_st.game_mode = 3; games_chronorift_st.ack = 0 }
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else { games_chronorift_st.game_mode = 0 }
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become KnightMenu
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} else {
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become MageMenu
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games_chronorift_st.menu_cursor = 0
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}
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}
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}
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state MageMenu {
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for (st, pt) in query [Stats, Party] {
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if pt.slot == 1 {
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if st.hp <= 0 {
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become EnemyTurn
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} else {
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if k == 'i' { games_chronorift_st.menu_cursor = max(0, games_chronorift_st.menu_cursor - 1) }
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if k == 'k' { games_chronorift_st.menu_cursor = min(2, games_chronorift_st.menu_cursor + 1) }
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if k == 'j' {
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match games_chronorift_st.menu_cursor {
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MageAct.Attack => {
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let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
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e.hp -= d
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games_chronorift_st.player_hit = d
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}
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MageAct.Heal => {
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if st.mp >= 4 {
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st.mp -= 4
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for (t2, p2) in query [Stats, Party] {
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if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
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}
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games_chronorift_st.player_hit = 16
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} else { games_chronorift_st.player_hit = 0 }
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}
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MageAct.Guard => { st.guard = 1; games_chronorift_st.player_hit = 0 }
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}
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become MageResolve
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games_chronorift_st.menu_cursor = 0
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}
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}
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}
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}
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}
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state MageResolve {
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if k != 0 {
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if e.hp <= 0 {
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grant_xp(e.xp)
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games_chronorift_st.gold += e.xp
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if games_chronorift_st.enemy_type == 2 { games_chronorift_st.boss_down = 1; games_chronorift_st.game_mode = 3; games_chronorift_st.ack = 0 }
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else { games_chronorift_st.game_mode = 0 }
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become KnightMenu
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} else {
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become EnemyTurn
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}
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}
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}
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state EnemyTurn {
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if k != 0 {
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var done = 0
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for (t3) in query [Stats, {Party}] {
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if done == 0 {
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if t3.hp > 0 {
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var ed = max(1, e.atk - t3.def + Random.range(0, 4))
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if t3.guard == 1 { ed /= 2; t3.guard = 0 }
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t3.hp -= ed
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games_chronorift_st.enemy_hit = ed
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done = 1
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}
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}
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}
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var alive = 0
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for (t4) in query [Stats, {Party}] {
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if t4.hp > 0 { alive += 1 }
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}
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if alive == 0 { games_chronorift_st.game_mode = 2; games_chronorift_st.ack = 0 }
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else {
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become KnightMenu
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games_chronorift_st.menu_cursor = 0
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}
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}
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}
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}
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}
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}
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}
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handler CleanBattle(games_chronorift_st: GamesChronoriftState) phase LateUpdate {
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if games_chronorift_st.game_mode != 1 {
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for (e) in query [Stats, {Enemy}] {
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despawn self()
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}
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}
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}
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handler Meta(games_chronorift_st: mut GamesChronoriftState) phase Update {
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let k = Input.key()
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if games_chronorift_st.game_mode == 2 {
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if k == 0 { games_chronorift_st.ack = 1 }
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if k != 0 {
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if games_chronorift_st.ack == 1 {
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for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
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games_chronorift_st.game_mode = 0
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}
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}
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}
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if games_chronorift_st.game_mode == 3 {
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if k == 0 { games_chronorift_st.ack = 1 }
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if k != 0 {
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if games_chronorift_st.ack == 1 { games_chronorift_st.game_mode = 0 }
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}
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}
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}
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