feat(input): action maps + deterministic record/replay (#7)
The two ideas the input revamp leads with, built in Ludic over the single-key poll every target already provides: - Action maps: gameplay reads named actions, not physical keys, so keys are rebindable and a scheme is data. Input.bind(action, key), Input.down/pressed(action), Input.rebind(action, from, to). - Deterministic record/replay: Input.poll() is the one per-frame input read; Input.record() captures the key each frame and Input.replay() feeds the tape back, so a run reproduces exactly — the seed of lockstep netcode. "Read input" and "read a recorded snapshot" are the same call. runtime/native/input.ludic (spliced when the new Input.* methods are used; pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the @fn_input_* runtime; parse.ludic gates the splice. Seven docs/language pages; worked example + regression examples/library/input_actions.ludic (1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden drift. The device layer (multi-key held, gamepads, touch, analog) needs a platform key-state backend and is tracked separately. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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15 changed files with 19159 additions and 18515 deletions
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@ -177,6 +177,15 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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}
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if (ns == "Input") {
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if (meth == "key") { bare = "key" }
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# action maps + deterministic record/replay (#7) — spliced runtime in
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# runtime/native/input.ludic, reached as ordinary @fn_input_* calls.
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if (meth == "bind") { bare = "input_bind" }
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if (meth == "rebind") { bare = "input_rebind" }
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if (meth == "poll") { bare = "input_poll" }
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if (meth == "down") { bare = "input_down" }
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if (meth == "pressed") { bare = "input_pressed" }
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if (meth == "record") { bare = "input_record" }
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if (meth == "replay") { bare = "input_replay" }
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}
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# Phase 3: the bare reflection / networking / process builtins, namespaced.
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# Each is a pure alias — the callee is rewritten to the bare name below.
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@ -180,6 +180,9 @@ function p_postfix() -> Node {
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if e.a.kind == E_ID and e.a.s == "Light" { g_uses_light = true } # splice the 2D light-accumulation pass on demand
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if e.a.kind == E_ID and (e.a.s == "Value" or e.a.s == "Json") { g_uses_value = true } # splice the value tree + JSON on demand (#44)
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if e.a.kind == E_ID and e.a.s == "Reflect" and (e.s == "serialize" or e.s == "apply") { g_uses_value = true; g_uses_reflect_io = true } # Reflect.serialize/apply -> value tree + world table
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# Input.* action-map / record-replay methods (#7) -> splice input.ludic.
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# Input.key stays bare (no runtime), so gate on the new methods only.
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if e.a.kind == E_ID and e.a.s == "Input" and (e.s == "bind" or e.s == "rebind" or e.s == "poll" or e.s == "down" or e.s == "pressed" or e.s == "record" or e.s == "replay") { g_uses_input = true }
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}
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else { if is_op("[") { pi = pi + 1; let lo = expr()
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if is_op("..") { pi = pi + 1; let sl = node(E_SLICE); sl.a = e; sl.b = lo; sl.c = expr(); eat_op("]"); e = sl } # s[a..b] substring
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@ -408,6 +411,7 @@ var g_uses_light: bool = false # a program mentioned Light.* -> splice the 2D
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var g_uses_value: bool = false # Value.*/Json.*/Reflect.serialize -> splice the value tree + JSON (#44)
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var g_uses_reflect_io: bool = false # Reflect.serialize/apply -> splice the reflection serializer
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var g_uses_esys: bool = false # an engine-owned system component (SpriteAnim/Motion/Light2D) is declared -> splice systems.ludic + force the reflection ABI
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var g_uses_input: bool = false # a program used Input.bind/down/poll/… (action maps + record/replay) -> splice input.ludic
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function already_loaded(full: pointer) -> bool {
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var i = 0
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@ -610,6 +614,15 @@ function maybe_splice_runtime() -> void {
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# (emit_engine_systems_for_phase). The systems read/write components through the
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# reflection ABI, so g_uses_esys also force-emits the world table (emit_decl).
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# Light2D/Occluder additionally consume the 2D light pass, so pull it in too.
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# Input.* action maps + record/replay (#7): splice input.ludic. It reads the
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# live key through rt_poll (core.ludic), so pull the runtime in even for a
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# program with no ECS (do_import dedupes when a game already linked core).
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if g_uses_input {
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cur_dir = ""
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do_import("runtime/native/core.ludic")
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do_import("runtime/native/input.ludic")
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cur_dir = saved
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}
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if uses_engine_systems() {
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g_uses_esys = true
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cur_dir = ""
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@ -648,6 +661,7 @@ function parse_program() -> void {
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g_uses_query = false
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g_uses_reflect = false
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g_uses_esys = false
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g_uses_input = false
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g_uses_light = false
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g_uses_value = false
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g_uses_reflect_io = false
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37267
selfhost/ludicc.seed.ll
37267
selfhost/ludicc.seed.ll
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