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:
parent
da48dc8499
commit
3fd599ce47
10 changed files with 2829 additions and 3071 deletions
82
LANGUAGE.md
82
LANGUAGE.md
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@ -175,49 +175,50 @@ program. `self()` yields the entity of the innermost `query` loop.
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## Handlers & phases
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## Handlers & phases
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```ludic
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```ludic
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handler Move @deterministic
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@Queries(these: [Pos, Vel]) # the entities this handler operates on
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reads [Vel] # declared data access (parsed and reserved; not yet
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@Writes(Pos) # declared data access (parsed and reserved; not
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writes [Pos] # consumed by any analysis pass — see "Not yet implemented")
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@Reads(Vel) # yet consumed by any analysis pass)
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phase FixedUpdate
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handler Move @deterministic phase FixedUpdate
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query (p, v) [Pos, Vel] # the entities this handler operates on
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{ Pos.x = Pos.x + Vel.dx }
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{ p.x = p.x + v.dx }
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```
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```
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Phases run in this order every frame: **`Start`** (once at boot), then each
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Phases run in this order every frame: **`Start`** (once at boot), then each
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frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
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frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
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`@edge` in front of a `handler` marks one that touches the outside world.
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`@edge` in front of a `handler` marks one that touches the outside world.
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Declaration modifiers are `@annotations` written in front of the declaration —
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Everything a handler declares beyond its `phase` is an `@annotation` — the
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`@export fn …` (a C-ABI-exported function), `@edge handler …`, `@deterministic`,
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handler's query, its data access, and its modifiers all use one uniform channel
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`@pure`. They parse into one uniform channel rather than a set of prefix
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rather than a mix of prefix keywords and signature clauses. `@export fn …`
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keywords. (`@export` sets the export flag; the others parse but have no codegen
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(a C-ABI-exported function), `@edge handler …`, `@deterministic`, `@pure`,
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effect in the self-hosted compiler yet.)
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`@Reads(...)`, `@Writes(...)`. (`@export` sets the export flag; the others parse
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but have no codegen effect in the self-hosted compiler yet.)
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### The `query` clause
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### Declaring a handler's query (`@Queries`)
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A handler declares the entities it works on, alongside its phase. The body then
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`@Queries` declares the entities a handler works on. The body then runs **once
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runs **once per matching entity**, with the properties bound and `self()` giving
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per matching entity**, with each property bound by its own name and `self()`
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that entity — the query header is simply hoisted out of the body into the
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giving that entity — the query header lifts out of the body into an annotation:
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signature:
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```ludic
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```ludic
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handler CleanBattle phase LateUpdate
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# doc-check: skip — illustrative handler
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query (b, p) [Battle, Pos, {Enemy}] where b.hp <= 0
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@Queries(these: [Battle{hp <= 0}, Pos], on: Enemy)
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{ despawn self() }
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handler CleanBattle phase LateUpdate { despawn self() }
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```
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```
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is the same program as
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is the same program as
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```ludic
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```ludic
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handler CleanBattle phase LateUpdate {
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handler CleanBattle phase LateUpdate {
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for (b, p) in query [Battle, Pos, {Enemy}] where b.hp <= 0 { despawn self() }
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for (Battle, Pos) in query [Battle, Pos, {Enemy}] where Battle.hp <= 0 { despawn self() }
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}
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}
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```
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```
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Drop `(vars)` when nothing binds: `query [{Enemy}]`. A handler declares at most
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`these:` lists the bound properties; a `Prop{constraint}` qualifies its bare
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one query, and the number of variables must equal the number of binding terms
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field names to that property (`Battle{hp <= 0}` → `Battle.hp <= 0`). `on: Model`
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(`{Tag}` terms filter without binding, so they don't count). A handler with no
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adds a `{Model}` kind filter. A handler with no `@Queries` runs once per tick.
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`query` clause runs once per tick, as before.
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For a constraint that spans two properties (`Pos.x > Vel.dx`), or several kind
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filters, write the loop out with an inline `for (…) in query […] where …`
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instead — `@Queries` covers the common per-property case.
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### Conditions
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### Conditions
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@ -226,16 +227,17 @@ ordinary expression evaluated with the bindings in scope, so entities can be
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matched on their field values:
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matched on their field values:
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```ludic
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```ludic
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# doc-check: skip — a bare handler clause, not a whole declaration
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# doc-check: skip — illustrative @Queries constraint
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query (b, s) [Battle, Stats] where b.hp <= 0 and s.level > 3
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@Queries(these: [Battle{hp <= 0}, Stats{level > 3}])
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```
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```
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The same `where` works on an inline `for (…) in query […]`.
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The same `where` works on an inline `for (…) in query […]`; in `@Queries` the
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equivalent is a per-property `Prop{constraint}`.
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`where` is evaluated **per candidate entity**, so it is the wrong place for a
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A constraint is evaluated **per candidate entity**, so it is the wrong place for
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guard that concerns the whole handler (`where reg(R_MODE) != 1` would re-read the
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a guard that concerns the whole handler (re-reading `reg(R_MODE)` for every
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register for every entity). Keep whole-handler guards in the body of a handler
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entity). Keep whole-handler guards in the body of a handler with no `@Queries`,
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with no `query` clause, wrapping an inline query — as `CleanBattle` does in
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wrapping an inline query — as `CleanBattle` does in
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`examples/chronorift/combat.ludic`.
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`examples/chronorift/combat.ludic`.
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### Matching is lazy, not snapshotted
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### Matching is lazy, not snapshotted
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@ -703,21 +705,19 @@ scene Overworld {
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## Queries in a handler signature
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## Queries in a handler signature
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When a handler's whole body is one query loop, the loop header can move into the
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When a handler's whole body is one query loop, the loop header lifts into a
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declaration:
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`@Queries` annotation (see "Declaring a handler's query" above):
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```ludic
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```ludic
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handler CleanBattle phase LateUpdate
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# doc-check: skip — illustrative handler
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query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0
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@Queries(these: [Battle{hp <= 0}, Pos], on: Foe)
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{
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handler CleanBattle phase LateUpdate { despawn self() }
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despawn self()
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}
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```
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```
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This is exactly equivalent to wrapping the body in
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This is exactly equivalent to wrapping the body in
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`for (b, p) in query [Battle, Pos, {Foe}] where b.hp <= 0 { … }` — same
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`for (Battle, Pos) in query [Battle, Pos, {Foe}] where Battle.hp <= 0 { … }` —
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lowering, same semantics. The body runs once per matching entity and `self()`
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same lowering, same semantics. The body runs once per matching entity and
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is that entity.
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`self()` is that entity. `examples/qdecl.ludic` is a working example.
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Mutation during iteration follows the same rules as an inline query, because it
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Mutation during iteration follows the same rules as an inline query, because it
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is the same loop: entities are visited by ascending id, `despawn` of the current
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is the same loop: entities are visited by ascending id, `despawn` of the current
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@ -15,13 +15,12 @@ program Hello {
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}
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}
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}
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}
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# a system can declare the entities it operates on: the body then runs once
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# a handler declares the entities it operates on with @Queries: the body then
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# per match, with the components bound and self() giving that entity.
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# runs once per match, each property bound by name and self() giving that entity.
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handler Move phase FixedUpdate
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@Queries(these: [Pos, Vel])
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query (p, v) [Pos, Vel]
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handler Move phase FixedUpdate {
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{
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Pos.x = Pos.x + Vel.dx
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p.x = p.x + v.dx
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Pos.y = Pos.y + Vel.dy
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p.y = p.y + v.dy
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}
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}
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handler Report phase Update {
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handler Report phase Update {
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@ -1,13 +1,13 @@
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# ============================================================================
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# ============================================================================
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# qdecl.ludic — a system whose query lives in its signature.
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# qdecl.ludic — a handler whose query lives in a @Queries annotation.
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#
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#
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# system CleanBattle phase LateUpdate
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# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
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# query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0
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# handler CleanBattle phase LateUpdate { … }
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# { … }
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#
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#
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# is the same thing as writing `for (b, p) in query [...] where ... { … }` around
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# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
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# the whole body — the loop header just moves into the declaration. The body runs
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# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
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# once per matching entity, and self() is that entity.
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# loop header moves into the annotation. Each property binds by name, the body
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# runs once per matching entity, and self() is that entity.
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# ============================================================================
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# ============================================================================
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program QueryDecl {
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program QueryDecl {
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property Battle { hp: int = 0, side: int = 0 }
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property Battle { hp: int = 0, side: int = 0 }
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@ -20,17 +20,17 @@ program QueryDecl {
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spawn Foe { Battle { hp: -2, side: 0 } }
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spawn Foe { Battle { hp: -2, side: 0 } }
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}
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}
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handler CleanBattle phase LateUpdate
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# a per-property constraint `Battle{...}` qualifies its bare fields to that
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query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
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# property; `on: Foe` adds the {Foe} kind filter.
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{
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@Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
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print_int(p.x)
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handler CleanBattle phase LateUpdate {
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print_int(Pos.x)
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despawn self()
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despawn self()
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}
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}
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handler Census phase Render
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@Queries(these: [Battle])
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query (b) [Battle]
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handler Census phase Render {
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{
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print_int(Battle.hp)
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print_int(b.hp)
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}
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}
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handler Bye phase Render { quit() }
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handler Bye phase Render { quit() }
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File diff suppressed because it is too large
Load diff
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@ -15,47 +15,22 @@ fn parse_component() -> Node {
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eat_op("}"); return n
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eat_op("}"); return n
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}
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}
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# skip an @annotation or a reads/writes/query/... clause we don't model yet
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fn skip_clause() -> void {
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if is_op("[") { let depth = 0
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while true { if is_op("[") { depth = depth + 1 }; if is_op("]") { depth = depth - 1 }
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pi = pi + 1; if depth == 0 { break } }
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}
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}
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fn parse_system() -> Node {
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fn parse_system() -> Node {
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pi = pi + 1; let n = node(N_SYS); n.s = eat_id(); n.ty = "Update"
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pi = pi + 1; let n = node(N_SYS); n.s = eat_id(); n.ty = "Update"
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# clauses: @anno, phase X, reads/writes/needs/uses [..], query (..) [..]
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# postfix clauses on `handler Name …`: @anno(...) (parsed and reserved, e.g.
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# A `query (vars) [terms] where c` clause desugars to a body wrapped in one
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# @deterministic / @Reads(...) / @Writes(...)) and `phase X`. The handler's
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# `for (vars) in query [terms] where c { ... }` — the same S_QUERY node the
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# query lives in a prefix `@Queries(...)` annotation (see parse_one_decl), not
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# inline form builds, so `qdecl.ludic` and the inline form share a lowering.
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# in a signature clause.
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let has_q = false
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let qn = node(S_QUERY)
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while true {
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while true {
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skipnl() # clauses may span several lines
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skipnl() # clauses may span several lines
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if is_op("@") { pi = pi + 1; let a = eat_id(); if is_op("(") { let d = 0 # @anno, one per turn so a
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if is_op("@") { pi = pi + 1; let a = eat_id(); if is_op("(") { let d = 0 # @anno, one per turn so a
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while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } }
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while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } }
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continue } # newline-separated @anno re-skips at the loop top
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continue } # newline-separated @anno re-skips at the loop top
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if is_id("phase") { pi = pi + 1; n.ty = eat_id(); continue }
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if is_id("phase") { pi = pi + 1; n.ty = eat_id(); continue }
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if is_id("reads") or is_id("writes") { pi = pi + 1; skip_clause(); continue } # `needs`/`uses` synonyms dropped (Rule A cleanup)
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if is_id("query") {
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pi = pi + 1; has_q = true
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if is_op("(") { eat_op("(") # optional (vars); omitted when nothing binds
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while not is_op(")") { let v = node(E_ID); v.s = eat_id(); push(qn.kids, v); if is_op(",") { pi = pi + 1 } }
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eat_op(")") }
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qn.c = parse_query_tail()
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qn.b = qn.c.a # where-expr (or null)
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continue
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}
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break
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break
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}
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}
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skipnl()
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skipnl()
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let body = block()
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n.a = block()
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if has_q {
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qn.a = body
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let wrap = node(N_BLOCK); push(wrap.kids, qn)
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n.a = wrap
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} else { n.a = body }
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return n
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return n
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}
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}
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@ -81,7 +56,8 @@ fn parse_query_for() -> Node {
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while not is_op(")") { let v = node(E_ID); v.s = eat_id(); push(n.kids, v); if is_op(",") { pi = pi + 1 } }
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while not is_op(")") { let v = node(E_ID); v.s = eat_id(); push(n.kids, v); if is_op(",") { pi = pi + 1 } }
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eat_op(")")
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eat_op(")")
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let inkw = eat_id() # 'in'
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let inkw = eat_id() # 'in'
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let qkw = eat_id() # 'query'
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if not is_id("query") { perr("expected 'query' in for-loop") }
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pi = pi + 1 # 'query'
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n.c = parse_query_tail()
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n.c = parse_query_tail()
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n.b = n.c.a # where
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n.b = n.c.a # where
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n.a = block()
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n.a = block()
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4
test.sh
4
test.sh
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@ -42,11 +42,11 @@ ok "self-host suite: $CORR checks passed (see ./selfhost/test.sh)"
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echo "== documented syntax stays compilable (guards against spec/compiler drift) =="
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echo "== documented syntax stays compilable (guards against spec/compiler drift) =="
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# Compiles a feature example end-to-end (parse -> lower -> link). qdecl exercises
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# Compiles a feature example end-to-end (parse -> lower -> link). qdecl exercises
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# the `query (vars) [terms] where ...` clause in a system SIGNATURE.
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# a @Queries annotation with a per-property constraint and an `on:` model tag.
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qsmoke() { # name
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qsmoke() { # name
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local n="$1"
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local n="$1"
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if ./selfhost/game-build.sh build/ludicc "examples/$n.ludic" "/tmp/ludic_${n}_s" >/tmp/qs.out 2>&1; then
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if ./selfhost/game-build.sh build/ludicc "examples/$n.ludic" "/tmp/ludic_${n}_s" >/tmp/qs.out 2>&1; then
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ok "$n compiles (signature-query desugars to S_QUERY)"
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ok "$n compiles (@Queries desugars to S_QUERY)"
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else bad "$n: $(tail -1 /tmp/qs.out)"; fi
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else bad "$n: $(tail -1 /tmp/qs.out)"; fi
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}
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}
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qsmoke qdecl
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qsmoke qdecl
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|
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@ -45,7 +45,7 @@ object LudicVocabulary {
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"const", "var", "fn", "extern", "handler", "entry"
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"const", "var", "fn", "extern", "handler", "entry"
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)
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)
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val CLAUSE = setOf(
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val CLAUSE = setOf(
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"phase", "query", "reads", "writes", "on"
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"phase", "query", "on"
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)
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)
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val STMT = setOf(
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val STMT = setOf(
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"let", "return", "if", "else", "while", "for", "in", "spawn", "despawn",
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"let", "return", "if", "else", "while", "for", "in", "spawn", "despawn",
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|
|
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|
@ -163,7 +163,7 @@
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"patterns": [
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"patterns": [
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
|
||||||
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes|on)\\b" },
|
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|on)\\b" },
|
||||||
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
|
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
|
||||||
{ "name": "storage.type.ludic", "match": "\\b(program|property|struct|model|enum|ui|const|var|let|fn|handler|entry|state)\\b" },
|
{ "name": "storage.type.ludic", "match": "\\b(program|property|struct|model|enum|ui|const|var|let|fn|handler|entry|state)\\b" },
|
||||||
{ "name": "support.type.primitive.ludic", "match": "\\b(int|fixed|bool|entity|str|ptr|void)\\b" },
|
{ "name": "support.type.primitive.ludic", "match": "\\b(int|fixed|bool|entity|str|ptr|void)\\b" },
|
||||||
|
|
|
||||||
|
|
@ -163,7 +163,7 @@
|
||||||
"patterns": [
|
"patterns": [
|
||||||
{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
|
{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
|
||||||
{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
|
{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
|
||||||
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes|on)\\b" },
|
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|on)\\b" },
|
||||||
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
|
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
|
||||||
{ "name": "storage.type.ludic", "match": "\\b(program|property|struct|model|enum|ui|const|var|let|fn|handler|entry|state)\\b" },
|
{ "name": "storage.type.ludic", "match": "\\b(program|property|struct|model|enum|ui|const|var|let|fn|handler|entry|state)\\b" },
|
||||||
{ "name": "support.type.primitive.ludic", "match": "\\b(int|fixed|bool|entity|str|ptr|void)\\b" },
|
{ "name": "support.type.primitive.ludic", "match": "\\b(int|fixed|bool|entity|str|ptr|void)\\b" },
|
||||||
|
|
|
||||||
|
|
@ -56,7 +56,7 @@ static const char* LUDIC_KW_DECL[] = {
|
||||||
"const","var","fn","extern","handler","entry", 0
|
"const","var","fn","extern","handler","entry", 0
|
||||||
};
|
};
|
||||||
static const char* LUDIC_KW_CLAUSE[] = {
|
static const char* LUDIC_KW_CLAUSE[] = {
|
||||||
"phase","query","reads","writes","on", 0
|
"phase","query","on", 0
|
||||||
};
|
};
|
||||||
/* Documented design targets the self-hosted parser does not accept yet. Kept
|
/* Documented design targets the self-hosted parser does not accept yet. Kept
|
||||||
* out of the highlighted vocabulary (they would read as working keywords) until
|
* out of the highlighted vocabulary (they would read as working keywords) until
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue