Phase 6b: a handler's query is @Queries only; drop the signature clauses

The handler-signature `query (vars) [terms] where …` clause and the
`reads`/`writes` clauses overlapped the `@Queries` annotation (and each other):
two ways to attach a query to a handler. Consolidated on the decorator.

  - parse_system no longer parses `query`/`reads`/`writes` clauses; it keeps the
    postfix `@anno(...)` channel and `phase`. A handler's query is the prefix
    `@Queries(these: [...], on: Model)` annotation. Data-access hints are now
    `@Reads(...)`/`@Writes(...)` — absorbed by the generic annotation skipper,
    same parse-and-reserve status the old clauses had.
  - The inline `for (…) in query […] where …` statement is unchanged and still
    covers cross-property constraints / multiple kind filters. `query` stays a
    keyword there (now dispatched via is_id so the vocabulary check sees it).

examples/hello.ludic and examples/qdecl.ludic migrated to `@Queries` (qdecl now
demonstrates a per-property constraint + `on:` tag); outputs unchanged
(4 4 10 3 / 0 3 -2). LANGUAGE.md handler sections rewritten. Vocabulary: drop
`reads`/`writes` from CLAUSE (ludic_syntax.h, grammar, LudicTokens.kt).

Reseeded (21931 lines); C-free fixpoint holds; goldens identical; 17/17;
vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 23:20:09 +03:00
parent da48dc8499
commit 3fd599ce47
10 changed files with 2829 additions and 3071 deletions

View file

@ -15,13 +15,12 @@ program Hello {
}
}
# a system can declare the entities it operates on: the body then runs once
# per match, with the components bound and self() giving that entity.
handler Move phase FixedUpdate
query (p, v) [Pos, Vel]
{
p.x = p.x + v.dx
p.y = p.y + v.dy
# a handler declares the entities it operates on with @Queries: the body then
# runs once per match, each property bound by name and self() giving that entity.
@Queries(these: [Pos, Vel])
handler Move phase FixedUpdate {
Pos.x = Pos.x + Vel.dx
Pos.y = Pos.y + Vel.dy
}
handler Report phase Update {

View file

@ -1,13 +1,13 @@
# ============================================================================
# qdecl.ludic — a system whose query lives in its signature.
# qdecl.ludic — a handler whose query lives in a @Queries annotation.
#
# system CleanBattle phase LateUpdate
# query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0
# { … }
# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
# handler CleanBattle phase LateUpdate { … }
#
# is the same thing as writing `for (b, p) in query [...] where ... { … }` around
# the whole body — the loop header just moves into the declaration. The body runs
# once per matching entity, and self() is that entity.
# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
# loop header moves into the annotation. Each property binds by name, the body
# runs once per matching entity, and self() is that entity.
# ============================================================================
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
@ -20,17 +20,17 @@ program QueryDecl {
spawn Foe { Battle { hp: -2, side: 0 } }
}
handler CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
{
print_int(p.x)
# a per-property constraint `Battle{...}` qualifies its bare fields to that
# property; `on: Foe` adds the {Foe} kind filter.
@Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
handler CleanBattle phase LateUpdate {
print_int(Pos.x)
despawn self()
}
handler Census phase Render
query (b) [Battle]
{
print_int(b.hp)
@Queries(these: [Battle])
handler Census phase Render {
print_int(Battle.hp)
}
handler Bye phase Render { quit() }