ludic/examples/lib/arena.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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# ============================================================================
# arena.ludic — a game that links the Ludic shared library next to it.
#
# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
# ludicc examples/lib/arena.ludic -o build/arena -Lbuild -lcombat
#
# `extern fn` binds a name to a symbol resolved at link time. The library the
# symbols come from happens to be written in Ludic, but nothing here depends on
# that: the same declaration binds a C, Rust or Zig library just as well. This
# is how Ludic reaches the outside world without a C shim.
# ============================================================================
program Arena {
extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
extern fn xp_for(level: int, kills: int) -> int = "xp_for"
property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
handler Boot phase Start {
spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
}
handler Fight phase Update {
for (f) in query [Fighter] {
print_int(damage(f.attack, f.armour, 0))
print_int(damage(f.attack, f.armour, 20))
print_int(hits_to_kill(f.hp, f.attack, f.armour))
}
print_int(xp_for(3, 4))
quit()
}
}