ludic syntax, and ludic-dev syntax: every grammar written from the compiler's vocabulary and checked against it
`ludic syntax [--json] [-o FILE]` prints what `ludicc --emit-syntax` does (a line per entry, or the JSON). `ludic-dev syntax` writes, between "ludic-dev syntax: begin" / "end" lines, the keyword, type, phase and attribute tables of ludic_syntax.h, LudicVocabulary's sets (JetBrains), ludic-mode.el's lists and the language server's word tests (is_keyword_word and the rest; is_contextual_word is every word the parser does not reserve, and every declaring or modifying one), and every TextMate pattern marked "comment": "ludic-dev syntax: <group>" (shared and the VS Code copy). The grammars gain module uses port bind action reducer dispatch registry def open component prop view alias friend unsafe numbers of as from mut system; import and extern colour as declarations; the phase clause knows Overlay; the bitwise pattern matches | and ^ on their own again. `ludic-dev syntax --check` - and check-vocabulary, whose old parser comparison it replaces, and the regression suite (syntax_cases, one line per file) - fails when a written list is behind, when a grammar lacks a keyword, type or phase, when docs/language has no page for a keyword, type, phase or attribute, or when the parser (a scan of selfhost/frontend: is_id / text == words, a == / ann == attributes) tests a word or reads an attribute vocab.ludic lacks, or the reverse. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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LANGUAGE.md
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LANGUAGE.md
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@ -2246,6 +2246,7 @@ ludic test packages/ludic.base # the test programs under a directory (a
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ludic build --check # every check a build makes, nothing written
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ludic build --check --diagnostics=json # the same, every error as a JSON array on stdout
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ludic schema -o build/schema.json # records, registries, entries, consts, components and natives, for editors
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ludic syntax --json # the language's vocabulary: keywords, declarations, types, phases, attributes, operators
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ludic deps # how tangled the modules are, as the compiler resolved them
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ludic deps --check tests/deps-baseline.txt # fail when a number rose (--baseline FILE writes them)
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@ -2361,6 +2362,16 @@ Plugins for VS Code and JetBrains IDEs, plus configuration for Neovim, Helix,
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Emacs, Sublime and Zed, are in `tools/editors/` — see
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[tools/editors/README.md](tools/editors/README.md).
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The vocabulary every editor highlights with is the compiler's: `ludic syntax
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--json` (`ludicc --emit-syntax`) prints every keyword with its role and whether
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the parser reserves it, every declaration's form, the built-in types and phases,
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every attribute with what it goes on, its arguments and what it means, the
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operators and the literal forms. The grammars in `tools/editors/`, the language
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server's word lists and `ludic_syntax.h` are written from it between marked lines
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(`bin/ludic-dev syntax`), and `bin/ludic-dev syntax --check` fails when one falls
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behind, when docs/language lacks a page for an entry, or when the parser tests a
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word the vocabulary does not have.
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## Working programs
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- `examples/games/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop,
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