Add enable/disable across ECS scopes + @OnEnable/@OnDisable hooks
Three enable/disable statement scopes, each a reversible flag flip:
- `disable P on e` / `enable P on e` — one property on one entity. Clears
the has-flag so queries stop matching; field data persists in storage, so
enable restores it untouched. @OnDisable(P)/@OnEnable(P) handler hooks run
at the toggle point with the property bound by name.
- `disable Model` / `enable Model` — @ME_<Model> global flag; the model's
entities drop out of every query while disabled.
- `disable Handler` / `enable Handler` — @HE_<Handler> global flag; the
handler stops being called each phase while disabled.
Nothing is copied or freed — each toggle is one global store or one has-flag
store. Reduces entirely to existing ECS machinery (has-flags, kind filter,
per-phase call guards), so the data-oriented model is untouched.
New AST node S_TOGGLE; emit_toggle lowers it. Query {Model} filter now ANDs
@ME_; phase calls now guard on @HE_. Parser gains enable/disable statements
and @OnEnable/@OnDisable annotations.
Vocabulary: `on` promoted from RESERVED to CLAUSE (parser now dispatches on
it); enable/disable added as STMT keywords — synced across ludic_syntax.h,
the TextMate grammar, and LudicTokens.kt (check-vocabulary.py clean).
examples/toggle.ludic demonstrates all three scopes (prints 6 0 7 1 0);
test.sh smoke asserts it. Reseeded; C-free fixpoint holds; goldens identical.
Also: stop tracking tools/.idea/ (gitignored).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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17 changed files with 4772 additions and 3911 deletions
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@ -56,19 +56,19 @@ static const char* LUDIC_KW_DECL[] = {
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"const","var","fn","extern","handler","entry", 0
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};
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static const char* LUDIC_KW_CLAUSE[] = {
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"phase","query","reads","writes", 0
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"phase","query","reads","writes","on", 0
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};
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/* Documented design targets the self-hosted parser does not accept yet. Kept
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* out of the highlighted vocabulary (they would read as working keywords) until
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* they are implemented; check-vocabulary.py verifies the lists above are a
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* subset of what selfhost/parse*.ludic actually dispatches on. */
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static const char* LUDIC_KW_RESERVED[] = {
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"scene","layer","on","start", 0
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"scene","layer","start", 0
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};
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static const char* LUDIC_KW_STMT[] = {
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"let","return","if","else","when","while","for","in","spawn","despawn",
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"match","machine","state","become","enter","where","and","or","not",
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"break","continue","new", 0
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"enable","disable","match","machine","state","become","enter","where",
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"and","or","not","break","continue","new", 0
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};
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static const char* LUDIC_TYPES[] = {
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"int","fixed","bool","entity","str","ptr","void", 0
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