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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 23:59:30 +03:00
parent 73f7d0b7a3
commit 2ad6edaae3
15 changed files with 784 additions and 118 deletions

View file

@ -55,24 +55,37 @@ object LudicTokens {
}
/**
* The vocabulary, mirroring tools/ludic-tools/ludic_syntax.h. When the language
* grows a keyword both sides change together; that header is the reference.
* The vocabulary. The keyword, type and phase sets are written by `ludic-dev
* syntax` from the compiler's own table (`ludicc --emit-syntax`); the rest
* mirrors tools/ludic-tools/ludic_syntax.h.
*/
object LudicVocabulary {
// ludic-dev syntax: begin - generated from `ludicc --emit-syntax` (selfhost/frontend/vocab.ludic); run `ludic-dev syntax`, do not edit
val DECL = setOf(
"program", "import", "property", "model", "enum", "ui", "namespace",
"const", "var", "function", "extern", "handler", "entry", "event", "scene", "test"
"program", "module", "import", "property", "state", "event", "action", "reducer", "enum",
"model", "prefab", "scene", "handler", "ui", "namespace", "alias", "port", "bind",
"registry", "def", "component", "view", "prop", "const", "var", "function", "fn", "extern",
"entry", "test"
)
val CLAUSE = setOf(
"phase", "query", "on", "cancellable", "public", "layer", "start"
"export", "internal", "friend", "uses", "open", "of", "as", "from", "numbers", "unsafe",
"mut", "phase", "query", "on", "cancellable", "public", "layer", "start", "shows", "lasts",
"then", "loads", "system"
)
val STMT = setOf(
"let", "return", "if", "else", "while", "for", "in", "spawn", "despawn",
"enable", "disable", "match", "machine", "prefab", "state", "become", "where",
"and", "or", "not", "break", "continue", "new", "emit", "cancel", "try"
"let", "if", "else", "while", "for", "in", "where", "match", "machine", "become", "return",
"break", "continue", "new", "spawn", "despawn", "enable", "disable", "attach", "detach",
"emit", "cancel", "dispatch", "try", "and", "or", "not"
)
val PRIMITIVES = setOf("int", "long", "fixed", "float", "double", "countdown", "bool", "entity", "string", "pointer", "byte", "words", "fixeds", "floats", "doubles", "pointers", "Vector", "IVec2", "Rect", "void")
val PHASES = setOf("Start", "Input", "FixedUpdate", "Update", "LateUpdate", "Render", "Overlay")
val PRIMITIVES = setOf(
"int", "long", "float", "double", "fixed", "bool", "byte", "string", "pointer", "void",
"entity", "countdown", "words", "floats", "doubles", "fixeds", "pointers", "Vector",
"IVec2", "Rect"
)
val PHASES = setOf(
"Start", "Input", "FixedUpdate", "Update", "LateUpdate", "Render", "Overlay"
)
// ludic-dev syntax: end
val WIDGETS = setOf("panel", "col", "row", "label", "button", "image", "spacer")
val BUILTINS = setOf(