ludic/examples/lib/combat.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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# ============================================================================
# combat.ludic — a Ludic *library*, not a game.
#
# `module` instead of `game` means: no entry point, no frame loop. ludicc
# compiles this to a real shared object —
#
# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
#
# — whose `export fn`s are ordinary C-ABI symbols. Anything that can call a
# .dylib/.so/.dll can call these: another Ludic program via `extern fn`, a game
# engine, a test harness, a scripting host. Non-exported functions stay private
# to the library.
# ============================================================================
program Combat {
const CRIT_MULT: int = 2
# damage after armour, with a crit multiplier applied on an exact roll
@export fn damage(attack: int, armour: int, roll: int) -> int {
let raw = attack - armour
if raw < 1 { raw = 1 }
if roll == 20 { raw = raw * CRIT_MULT }
return raw
}
# how many hits to drop a target — the loop is here so the caller cannot
# accidentally disagree with `damage` about rounding
@export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
let left = hp
let n = 0
while left > 0 {
left = left - damage(attack, armour, 0)
n = n + 1
}
return n
}
@export fn xp_for(level: int, kills: int) -> int {
return curve(level) * kills
}
# private: not exported, so it is not a symbol in the library
fn curve(level: int) -> int {
return 10 + level * level * 3
}
}