ludic/examples/chronorift
Orkuncakilkaya fd0b890acc Phase 4a: machine states auto-number by declaration order
state KnightMenu = 0 { }  ->  state KnightMenu { }. Machine states now take their
value from declaration order (0,1,2,...); an explicit 'state Name = expr' still
works for the rare non-ordinal case. Removes the magic constants from state
machines (finding #13). Migrated combat.ludic's battle machine; chronorift golden
byte-identical (the ordinals match the old explicit 0-4). Reseeded, fixpoint
holds, test.sh 14/14.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 16:20:34 +03:00
..
combat.ludic Phase 4a: machine states auto-number by declaration order 2026-08-27 16:20:34 +03:00
draw.ludic Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
overworld.ludic Phase 3a: spawn/record initializers use ':' (Rule A) 2026-08-27 15:58:00 +03:00
rules.ludic Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
world.ludic Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00