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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@ -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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