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