ludic/examples/chronorift/world.ludic
Orkuncakilkaya 42f955fd22 Phase 6a: rename core vocabulary (game/main/component/archetype/system)
game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 18:22:13 +03:00

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# world.ludic — the data model: components, entity archetypes, constants.
# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
property Pos { x: int = 0, y: int = 0 }
property Actor { kind: int = 0 }
property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
property Party { slot: int = 0 }
# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
# an empty marker component. Query membership with {Player} / {Enemy}.
model Player { Pos, Actor, Party, Stats } # the controllable knight
model Ally { Party, Stats } # backline mage (no overworld body)
model Enemy { Actor, Stats } # battle foe
const MW: int = 40
const MH: int = 18
const SPR_GRASS: int = 0
const SPR_TREE: int = 1
const SPR_PATH: int = 2
const SPR_HOUSE: int = 3
const SPR_DOOR: int = 4
const SPR_HERO: int = 5
const SPR_SLIME: int = 6
const SPR_SKEL: int = 7
const SPR_BOSS: int = 8
const SPR_MAGE: int = 9
const SPR_FLOOR: int = 10
const SPR_WALL: int = 11
const R_MODE: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
const R_PHASE: int = 1
const R_CUR: int = 2
const R_ENC: int = 3
const R_ETYPE: int = 4 # 0 slime, 1 skeleton, 2 boss
const R_PDMG: int = 5
const R_EDMG: int = 6
const R_GOLD: int = 7
const R_MAP: int = 8 # 0 overworld, 1 dungeon
const R_BOSS: int = 9 # boss defeated flag
const R_ACK: int = 10 # debounce for end screens
const R_POTION: int = 11 # potions in inventory