Phase 6a: rename core vocabulary (game/main/component/archetype/system)

game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 18:22:13 +03:00
parent 3227e1e1d3
commit 42f955fd22
35 changed files with 2632 additions and 2646 deletions

View file

@ -852,9 +852,9 @@ current tree (`./test.sh` = 64/64).
**Recursion** ✅ → `55`
```ludic
game P {
program P {
fn fib(n: int) -> int { if n < 2 { return n }; return fib(n-1) + fib(n-2) }
system B phase Start { print_int(fib(10)); quit() }
handler B phase Start { print_int(fib(10)); quit() }
}
```
@ -908,19 +908,19 @@ spelling is equally legal (§5.3).
**R1 — statements now require a separator (Rule B, syntax-redesign Phase 2)** → parse error
```ludic
# doc-check: skip — intentionally rejected under Rule B: needs a newline or ';'
game P { system B phase Start { let x = 1 x = x + 1 print_int(x) quit() } }
program P { handler B phase Start { let x = 1 x = x + 1 print_int(x) quit() } }
```
Statements no longer sit adjacent with only spaces between them; the compiler
reports `expected newline or ';' between statements`. Put each on its own line,
or separate them with `;` (both lex to the same separator token):
```ludic
game P { system B phase Start { let x = 1; x = x + 1; print_int(x); quit() } }
program P { handler B phase Start { let x = 1; x = x + 1; print_int(x); quit() } }
```
**R2 — commas omitted throughout** → `7`
```ludic
# doc-check: skip — composite: declaration plus statements
component Pos { x: int = 0 y: int = 0 }
property Pos { x: int = 0 y: int = 0 }
spawn Hero { Pos { x: 7 y: 2 } }
```
@ -950,7 +950,7 @@ print_int(half(8))
```
And a system may declare read-only access, then write — also compiles:
```ludic
system Violate phase Update reads [Pos] query (p) [Pos] { p.x = 99 }
handler Violate phase Update reads [Pos] query (p) [Pos] { p.x = 99 }
```
**R8 — the two formatters disagree about what "format" means.** Given

View file

@ -91,7 +91,7 @@ A source file opens with `game Name { … }` or `module Name { … }`.
```ludic
# doc-check: skip — illustrative: elided body
module Combat {
program Combat {
@export fn damage(attack: int, armour: int, roll: int) -> int { … }
fn curve(level: int) -> int { … } # private: not a symbol
}

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@ -20,15 +20,15 @@ A program is one `game` block containing declarations:
```ludic
# doc-check: skip — illustrative: elided import list
game Name {
program Name {
import ... # pull declarations in from another file
component ... # data (per entity)
property ... # data (per entity)
struct ... # a plain record, not tied to an entity
archetype ... # a named entity KIND (bundle of components)
model ... # a named entity KIND (bundle of components)
const ... # compile-time constants
fn ... # functions
extern fn ... # bind a C library symbol (FFI)
system ... # behavior, grouped into phases
handler ... # behavior, grouped into phases
}
```
@ -36,7 +36,7 @@ game Name {
```ludic
# doc-check: skip — paths resolve only inside the repo
game ChronoRift {
program ChronoRift {
import "chronorift/world.ludic" # path is relative to THIS file
import "chronorift/combat.ludic"
}
@ -61,11 +61,11 @@ integer per entity, not a parallel boolean array.
```ludic
# doc-check: skip — composite: declarations and statements together
component Pos { x: int = 0, y: int = 0 }
component Stats { hp: int = 10 }
property Pos { x: int = 0, y: int = 0 }
property Stats { hp: int = 10 }
archetype Player { Pos, Stats } # Player IS a kind, not a component
archetype Enemy { Pos, Stats }
model Player { Pos, Stats } # Player IS a kind, not a component
model Enemy { Pos, Stats }
spawn Player { Pos { x: 5 } } # attaches every listed component
# (seeding field defaults), then overrides
@ -120,17 +120,17 @@ Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
systems:
```ludic
system Boot phase Start {
handler Boot phase Start {
setreg(R_FONT, font_load("…Arial.ttf"))
ui_build() # construct the tree (loads skins/images)
ui_open(UI_MainMenu) # make it active, focus the first button
}
system Nav phase Update {
handler Nav phase Update {
ui_tick(key()) # w/s move focus, space/enter activate
if ui_clicked(UI_Quit) { quit() }
ui_set_int(UI_HpLabel, hp) # poke dynamic values by id
}
system Draw phase Render { clear(0x0e0e16); ui_render(); present() }
handler Draw phase Render { clear(0x0e0e16); ui_render(); present() }
```
See `examples/menu.ludic` for a complete title screen.
@ -155,8 +155,8 @@ point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to
```ludic
# doc-check: skip — composite: declarations and statements together
component Pos { x: int = 0, y: int = 0 } # typed fields with defaults
component Player { } # a tag (no fields)
property Pos { x: int = 0, y: int = 0 } # typed fields with defaults
property Player { } # a tag (no fields)
spawn Hero { # create an entity
Pos { x: 10, y: 5 }
@ -175,7 +175,7 @@ program. `self()` yields the entity of the innermost `query` loop.
## Systems & phases
```ludic
system Move @deterministic
handler Move @deterministic
reads [Vel] # declared data access (parsed and reserved; not yet
writes [Pos] # consumed by any analysis pass — see "Not yet implemented")
phase FixedUpdate
@ -201,7 +201,7 @@ that entity — the query header is simply hoisted out of the body into the
signature:
```ludic
system CleanBattle phase LateUpdate
handler CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Enemy}] where b.hp <= 0
{ despawn self() }
```
@ -209,7 +209,7 @@ system CleanBattle phase LateUpdate
is the same program as
```ludic
system CleanBattle phase LateUpdate {
handler CleanBattle phase LateUpdate {
for (b, p) in query [Battle, Pos, {Enemy}] where b.hp <= 0 { despawn self() }
}
```
@ -255,7 +255,7 @@ the data a program keeps outside the ECS.
```ludic
struct Tok { kind: int = 0, line: int = 0, next: Tok }
system Lex phase Update {
handler Lex phase Update {
let t = new Tok # allocates; every field seeded from its default
t.kind = 1
}
@ -269,7 +269,7 @@ struct Tok { kind: int = 0, line: int = 0, next: Tok }
fn bump(t: Tok) -> void { t.kind = t.kind + 1 }
system Share phase Update {
handler Share phase Update {
let a = new Tok
let b = a # b and a are the SAME object
b.kind = 9
@ -283,7 +283,7 @@ Fields chain, so a struct can refer to its own type and be walked without
temporaries — which is what an AST or a linked list needs:
```ludic
system Walk phase Update {
handler Walk phase Update {
let a = new Tok
let b = new Tok
a.next = b
@ -300,7 +300,7 @@ snippet below does not compile today. Programs use `[]T` slices for now.
```ludic
# doc-check: skip — [T; N] fixed arrays are not yet implemented (design target)
var table: [int; 8] # module-level storage
system S phase Update {
handler S phase Update {
let buf: [int; 4] # a local; no initializer needed
buf[0] = 10
table[2] = buf[0]
@ -312,7 +312,7 @@ capacity. `push` appends, doubling the storage when it is full; because the
header never moves, an append is visible to everything holding that slice.
```ludic
system Collect phase Update {
handler Collect phase Update {
let toks = new []Tok
push(toks, new Tok)
for i in 0 .. len(toks) { print_int(toks[i].kind) }
@ -553,7 +553,7 @@ scene Title start {
on exit { ui_visible(UI_Menu, 0) }
layer Main {
system Choose phase Update {
handler Choose phase Update {
if ui_clicked(UI_NewGame) { enter Overworld }
}
}
@ -562,8 +562,8 @@ scene Title start {
scene Overworld {
on enter { spawn_party() }
layer World { system Move phase Update { … } }
layer Hud { system Draw phase Render { … } }
layer World { handler Move phase Update { … } }
layer Hud { handler Draw phase Render { … } }
}
```
@ -589,7 +589,7 @@ When a system's whole body is one query loop, the loop header can move into the
declaration:
```ludic
system CleanBattle phase LateUpdate
handler CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0
{
despawn self()

View file

@ -112,11 +112,11 @@ alternative if the paren form is disliked: keep whitespace separation but coloni
```ludic
# doc-check: skip — illustrative redesign snippet (proposed / partial syntax)
# before
edge system Move @deterministic reads [Vel] writes [Pos] phase FixedUpdate
edge handler Move @deterministic reads [Vel] writes [Pos] phase FixedUpdate
query (p, v) [Pos, Vel] where a.x > 0 { … }
# after
@edge @deterministic
system Move
handler Move
phase FixedUpdate
reads [Vel] writes [Pos]
query (p, v) [Pos, Vel] where p.x > 0

View file

@ -7,7 +7,7 @@
# chronorift/, pulled in with `import`. Paths resolve relative to this file, and
# each import is include-guarded so re-imports are free.
# ============================================================================
game ChronoRift {
program ChronoRift {
import "chronorift/world.ludic" # components, entity archetypes, constants
import "chronorift/rules.ludic" # pure rules + map data (functions)
import "chronorift/overworld.ludic" # boot, movement, encounters, shop

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@ -8,7 +8,7 @@
enum KnightAct { Attack, Guard, Item, Flee }
enum MageAct { Attack, Heal, Guard }
system Battle phase Update {
handler Battle phase Update {
if reg(R_MODE) == 1 {
let k = key()
for (e) in query [Stats, {Enemy}] {
@ -144,7 +144,7 @@ system Battle phase Update {
}
}
system CleanBattle phase LateUpdate {
handler CleanBattle phase LateUpdate {
if reg(R_MODE) != 1 {
for (e) in query [Stats, {Enemy}] {
despawn self()
@ -152,7 +152,7 @@ system CleanBattle phase LateUpdate {
}
}
system Meta phase Update {
handler Meta phase Update {
let k = key()
if reg(R_MODE) == 2 {
if k == 0 { setreg(R_ACK, 1) }

View file

@ -1,6 +1,6 @@
# draw.ludic — the Render system (overworld, battle, and overlay screens).
system Draw phase Render {
handler Draw phase Render {
let m = reg(R_MODE)
clear(0x101018)

View file

@ -1,6 +1,6 @@
# overworld.ludic — boot, movement/encounter input, and the shop system.
system Boot phase Start {
handler Boot phase Start {
load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
@ -33,7 +33,7 @@ system Boot phase Start {
setreg(R_POTION, 2)
}
system Control phase Input {
handler Control phase Input {
if reg(R_MODE) == 0 {
for (p) in query [Pos, {Player}] {
let k = key()
@ -122,7 +122,7 @@ system Control phase Input {
}
# shop (at the house 'h' tile): buy potions with gold
system Shop phase Update {
handler Shop phase Update {
if reg(R_MODE) == 4 {
let k = key()
if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }

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@ -1,17 +1,17 @@
# world.ludic — the data model: components, entity archetypes, constants.
# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
component Pos { x: int = 0, y: int = 0 }
component Actor { kind: int = 0 }
component Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
property Pos { x: int = 0, y: int = 0 }
property Actor { kind: int = 0 }
property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
component Party { slot: int = 0 }
property Party { slot: int = 0 }
# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
# an empty marker component. Query membership with {Player} / {Enemy}.
archetype Player { Pos, Actor, Party, Stats } # the controllable knight
archetype Ally { Party, Stats } # backline mage (no overworld body)
archetype Enemy { Actor, Stats } # battle foe
model Player { Pos, Actor, Party, Stats } # the controllable knight
model Ally { Party, Stats } # backline mage (no overworld body)
model Enemy { Actor, Stats } # battle foe
const MW: int = 40
const MH: int = 18

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@ -1,10 +1,10 @@
# hello.ludic — smallest program that exercises the ECS pipeline
game Hello {
program Hello {
component Pos { x: int = 0, y: int = 0 }
component Vel { dx: int = 0, dy: int = 0 }
property Pos { x: int = 0, y: int = 0 }
property Vel { dx: int = 0, dy: int = 0 }
system Boot phase Start {
handler Boot phase Start {
spawn Mob {
Pos { x: 3, y: 4 }
Vel { dx: 1, dy: 0 }
@ -17,14 +17,14 @@ game 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.
system Move phase FixedUpdate
handler Move phase FixedUpdate
query (p, v) [Pos, Vel]
{
p.x = p.x + v.dx
p.y = p.y + v.dy
}
system Report phase Update {
handler Report phase Update {
for (p) in query [Pos] {
print_int(p.x)
print_int(p.y)

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@ -9,20 +9,20 @@
# that: the same declaration binds a C, Rust or Zig library just as well. This
# is how Ludic reaches the outside world without a C shim.
# ============================================================================
game Arena {
program Arena {
extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
extern fn xp_for(level: int, kills: int) -> int = "xp_for"
component Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
system Boot phase Start {
handler Boot phase Start {
spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
}
system Fight phase Update {
handler Fight phase Update {
for (f) in query [Fighter] {
print_int(damage(f.attack, f.armour, 0))
print_int(damage(f.attack, f.armour, 20))

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@ -11,7 +11,7 @@
# engine, a test harness, a scripting host. Non-exported functions stay private
# to the library.
# ============================================================================
module Combat {
program Combat {
const CRIT_MULT: int = 2

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@ -2,7 +2,7 @@
# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
# it (background, TrueType labels, focusable buttons), and routes keyboard focus
# and activation. The game only loads a font, opens the UI, and reads clicks.
game Menu {
program Menu {
const R_FONT: int = 0
const R_MSG: int = 1
@ -19,13 +19,13 @@ game Menu {
}
}
system Boot phase Start {
handler Boot phase Start {
setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
ui_build()
ui_open(UI_MainMenu)
}
system Nav phase Update {
handler Nav phase Update {
ui_tick(key())
if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
@ -33,7 +33,7 @@ game Menu {
if ui_clicked(UI_Quit) { quit() }
}
system Draw phase Render {
handler Draw phase Render {
clear(0x0e0e16)
ui_render()
present()

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@ -9,29 +9,29 @@
# the whole body — the loop header just moves into the declaration. The body runs
# once per matching entity, and self() is that entity.
# ============================================================================
game QueryDecl {
component Battle { hp: int = 0, side: int = 0 }
component Pos { x: int = 0, y: int = 0 }
archetype Foe { Battle, Pos }
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
property Pos { x: int = 0, y: int = 0 }
model Foe { Battle, Pos }
system Seed phase Start {
handler Seed phase Start {
spawn Foe { Battle { hp: 3, side: 1 } }
spawn Foe { Battle { hp: 0, side: 1 } }
spawn Foe { Battle { hp: -2, side: 0 } }
}
system CleanBattle phase LateUpdate
handler CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
{
print_int(p.x)
despawn self()
}
system Census phase Render
handler Census phase Render
query (b) [Battle]
{
print_int(b.hp)
}
system Bye phase Render { quit() }
handler Bye phase Render { quit() }
}

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@ -4,16 +4,16 @@
# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
# Games that need scene-like states use a mode register + `machine` today, as
# examples/chronorift does.
game SceneDemo {
program SceneDemo {
const R_N: int = 0
system Boot phase Start { setreg(R_N, 0); print_int(1000) }
handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
scene Title start {
on enter { print_int(1) }
on exit { print_int(2) }
layer Main {
system Tick phase Update {
handler Tick phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(100 + reg(R_N))
if reg(R_N) >= 2 { enter Play }
@ -25,14 +25,14 @@ game SceneDemo {
on enter { print_int(3); setreg(R_N, 0) }
on exit { print_int(4) }
layer World {
system Step phase Update {
handler Step phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(200 + reg(R_N))
if reg(R_N) >= 2 { quit() }
}
}
layer Hud {
system Draw phase Render { print_int(900) }
handler Draw phase Render { print_int(900) }
}
}
}

View file

@ -3,10 +3,10 @@
# general: compiled by the SAME unmodified ludicc + runtime as the JRPG.
# No sprites/assets — pure primitives. Build: ./build.sh examples/snake.ludic
# ============================================================================
game Snake {
program Snake {
component Pos { x: int = 0, y: int = 0 }
component Seg { order: int = 0 }
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 }
const GW: int = 20
const GH: int = 15
@ -39,9 +39,9 @@ game Snake {
return 0
}
system Boot phase Start { reset(0) }
handler Boot phase Start { reset(0) }
system Input phase Input {
handler Input phase Input {
let k = key()
if reg(R_MODE) == 0 {
if k == 'w' { if reg(R_DIR) != 1 { setreg(R_DIR, 0) } }
@ -55,7 +55,7 @@ game Snake {
}
}
system Move phase Update {
handler Move phase Update {
if reg(R_MODE) == 0 {
setreg(R_TICK, reg(R_TICK) + 1)
if reg(R_TICK) >= 6 {
@ -110,7 +110,7 @@ game Snake {
}
}
system Draw phase Render {
handler Draw phase Render {
clear(0x0d1020)
for gy in 0 .. GH {
for gx in 0 .. GW {

View file

@ -24,7 +24,7 @@ FRAGS="selfhost/str.ludic selfhost/buf.ludic selfhost/io.ludic selfhost/ast.ludi
selfhost/lex.ludic selfhost/parse.ludic selfhost/parse_game.ludic selfhost/emit_core.ludic selfhost/emit_head.ludic
selfhost/emit_addr.ludic selfhost/emit_intrin.ludic selfhost/emit_intrin2.ludic selfhost/emit_math.ludic selfhost/emit_new.ludic
selfhost/emit_expr.ludic selfhost/emit_stmt.ludic selfhost/emit_ecs.ludic selfhost/emit_query.ludic selfhost/emit_spawn.ludic selfhost/emit_game.ludic selfhost/emit_machine.ludic selfhost/emit_save.ludic selfhost/emit_ui.ludic selfhost/emit_decl.ludic selfhost/main.ludic"
{ echo "game SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$B/selfhost.ludic"
{ echo "program SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$B/selfhost.ludic"
# the seed-built compiler compiles its own source
"$B/sh_seed" "$B/selfhost.ludic" > "$B/out.ll" 2>/dev/null || { echo "FAIL: seed compiler self-compile"; exit 1; }

View file

@ -33,7 +33,7 @@ selfhost/emit_ui.ludic
selfhost/emit_decl.ludic
selfhost/main.ludic"
SRC=build/selfhost.ludic
{ echo "game SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$SRC"
{ echo "program SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$SRC"
# the compiler emits IR to stdout; clang assembles and links it
"$LC" "$SRC" > "$OUT.ll" 2>/dev/null && ${LUDIC_CC:-clang} "$OUT.ll" -o "$OUT" 2>/dev/null
rc=$?; rm -f "$OUT.ll"; [ $rc -eq 0 ]

View file

@ -4,7 +4,7 @@
fn emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
let me = itoa(MAX_ENT)
let c = find_comp(comp)
if ptr_is_null(c) { perr(sconcat("spawn: unknown component ", comp)) }
if ptr_is_null(c) { perr(sconcat("spawn: unknown property ", comp)) }
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
emit(" store i8 1, ptr "); emit(hp); emit("\n")
let slot = nreg()

File diff suppressed because it is too large Load diff

View file

@ -51,7 +51,7 @@ fn die(msg: ptr) -> void {
os_exit(1)
}
main {
entry {
let path = ptr_null()
let out = ptr_null()
let want = 0 # 0 = auto, 1 = windowed, 2 = headless

View file

@ -297,15 +297,15 @@ fn parse_one_decl() -> void {
}
if is_id("struct") { push(prog, parse_struct()); return }
if is_id("enum") { push(prog, parse_enum()); return }
if is_id("component") { push(prog, parse_component()); return }
if is_id("archetype") { push(prog, parse_archetype()); return }
if is_id("system") { push(prog, parse_system()); return }
if is_id("property") { push(prog, parse_component()); return }
if is_id("model") { push(prog, parse_archetype()); return }
if is_id("handler") { push(prog, parse_system()); return }
if is_id("ui") { push(prog, parse_ui()); return }
if is_id("var") { push(prog, parse_var()); return }
if is_id("const") { push(prog, parse_const()); return }
if is_id("fn") { let f = parse_fn(); if is_export { f.ival = 1 }; push(prog, f); return }
if is_id("extern") { push(prog, parse_extern()); return }
if is_id("main") { push(prog, parse_main()); return }
if is_id("entry") { push(prog, parse_main()); return }
perr("expected declaration")
}
@ -342,7 +342,7 @@ fn parse_program() -> void {
g_game_name = "Ludic"
# imports may precede the game block
while is_id("import") { pi = pi + 1; let t = toks[pi]; let rel = t.text; pi = pi + 1; do_import(rel); skipnl() }
if is_id("game") or is_id("module") { pi = pi + 1; g_game_name = eat_id(); skipnl(); eat_op("{") }
if is_id("program") { pi = pi + 1; g_game_name = eat_id(); skipnl(); eat_op("{") }
while true {
skipnl()
if toks[pi].kind == TK_EOF { break }

View file

@ -11,7 +11,7 @@ FRAGS="selfhost/str.ludic selfhost/buf.ludic selfhost/io.ludic selfhost/ast.ludi
selfhost/lex.ludic selfhost/parse.ludic selfhost/parse_game.ludic selfhost/emit_core.ludic selfhost/emit_head.ludic
selfhost/emit_addr.ludic selfhost/emit_intrin.ludic selfhost/emit_intrin2.ludic selfhost/emit_math.ludic selfhost/emit_new.ludic
selfhost/emit_expr.ludic selfhost/emit_stmt.ludic selfhost/emit_ecs.ludic selfhost/emit_query.ludic selfhost/emit_spawn.ludic selfhost/emit_game.ludic selfhost/emit_machine.ludic selfhost/emit_save.ludic selfhost/emit_ui.ludic selfhost/emit_decl.ludic selfhost/main.ludic"
{ echo "game SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$B/selfhost.ludic"
{ echo "program SelfHost {"; for f in $FRAGS; do cat "$f"; echo; done; echo "}"; } > "$B/selfhost.ludic"
if $CC selfhost/ludicc.seed.ll -o "$B/sh_old" 2>/dev/null; then
# compile once with the old seed, then AGAIN with the freshly built one so the
# seed is a fixed point of the NEW compiler, not a one-step image of the old.

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@ -1,6 +1,6 @@
game T {
program T {
fn fib(n: int) -> int { if n < 2 { return n }; return fib(n-1) + fib(n-2) }
main {
entry {
print_int(fib(10)) # 55
let s = 0
for i in 0 .. 10 { if i == 5 { break }; if i % 2 == 0 { continue }; s = s + i }

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@ -1,5 +1,5 @@
game T {
main {
program T {
entry {
let half = 0.5
let a = 1.5
print_int(flr(a + half)) # flr(2.0) = 2

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@ -1,9 +1,9 @@
game T {
program T {
fn classify(c: int) -> int {
match c { 65, 66 => { return 1 }; 67 => { return 2 }; _ => { return 9 } }
return 0
}
main {
entry {
print_int(classify(65)) # 1
print_int(classify(67)) # 2
print_int(classify(90)) # 9

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@ -1,5 +1,5 @@
game T {
main {
program T {
entry {
let xs = new []int
print_int(len(xs)) # 0
for i in 0 .. 20 { push(xs, i * i) }

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@ -1,7 +1,7 @@
game T {
program T {
struct P { x: int = 0, y: int = 7, next: P }
fn bump(p: P) -> void { p.x = p.x + 100 }
main {
entry {
let a = new P
print_int(a.y) # 7 default
a.x = 5

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@ -72,7 +72,7 @@ if ./ludicc examples/snake.ludic --emit-llvm -o /tmp/cli_snake.ll >/tmp/cli.out
else bad "ludicc --emit-llvm: $(tail -1 /tmp/cli.out)"; fi
# ludic compiles, runs, and forwards the program's exit code.
printf 'main { os_exit(42) }\n' > /tmp/cli_exit.ludic
printf 'entry { os_exit(42) }\n' > /tmp/cli_exit.ludic
./ludic /tmp/cli_exit.ludic >/tmp/cli.out 2>&1
if [ "$?" -eq 42 ]; then ok "ludic app.ludic -> compiles, runs, forwards exit code"
else bad "ludic run: expected exit 42, got $? ($(tail -1 /tmp/cli.out))"; fi

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@ -19,22 +19,22 @@ A bare fragment is wrapped first: a declaration list goes inside
import re, subprocess, sys, os, tempfile
LC = './build/ludicc'
DECL = ('game','module','component','archetype','system','edge','fn','pure',
'extern','const','var','ui','scene','import')
DECL = ('program','property','model','handler','enum','fn',
'extern','const','var','ui','struct','import')
def classify(body):
first = next((l.strip() for l in body.split('\n')
if l.strip() and not l.strip().startswith('#')), '')
head = first.split('(')[0].split()[0] if first else ''
if head in ('game','module'): return 'whole'
if head == 'program': return 'whole'
return 'decls' if head in DECL else 'stmts'
def wraps(body, kind):
"""Candidate framings, best guess first. An excerpt often mixes declarations
with loose statements, so both are tried and either parsing counts."""
if kind == 'whole': return [body]
as_decls = 'game DocCheck {\n' + body + '\n}\n'
as_stmts = 'game DocCheck {\n system DocS phase Start {\n' + body + '\n }\n}\n'
as_decls = 'program DocCheck {\n' + body + '\n}\n'
as_stmts = 'program DocCheck {\n handler DocS phase Start {\n' + body + '\n }\n}\n'
return [as_decls, as_stmts] if kind == 'decls' else [as_stmts, as_decls]
def fences(path):

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@ -11,8 +11,8 @@
;;; Code:
(defconst ludic--declaration-keywords
'("game" "module" "import" "component" "struct" "archetype" "enum" "ui"
"const" "var" "fn" "extern" "system" "main"))
'("program" "import" "property" "struct" "model" "enum" "ui"
"const" "var" "fn" "extern" "handler" "entry"))
(defconst ludic--clause-keywords
'("phase" "query" "reads" "writes"))

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@ -41,8 +41,8 @@ object LudicTokens {
*/
object LudicVocabulary {
val DECL = setOf(
"game", "module", "import", "component", "struct", "archetype", "enum", "ui",
"const", "var", "fn", "extern", "system", "main"
"program", "import", "property", "struct", "model", "enum", "ui",
"const", "var", "fn", "extern", "handler", "entry"
)
val CLAUSE = setOf(
"phase", "query", "reads", "writes"

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@ -54,21 +54,21 @@
"declaration": {
"patterns": [
{
"match": "\\b(game|module)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(program)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "keyword.control.unit.ludic" },
"2": { "name": "entity.name.type.unit.ludic" }
}
},
{
"match": "\\b(component)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(property)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.component.ludic" },
"2": { "name": "entity.name.type.component.ludic" }
}
},
{
"match": "\\b(archetype)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(model)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.archetype.ludic" },
"2": { "name": "entity.name.type.archetype.ludic" }
@ -82,7 +82,7 @@
}
},
{
"match": "\\b(system)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(handler)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.system.ludic" },
"2": { "name": "entity.name.function.system.ludic" }
@ -165,7 +165,7 @@
{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes)\\b" },
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
{ "name": "storage.type.ludic", "match": "\\b(game|module|component|struct|archetype|enum|ui|const|var|let|fn|system|main|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": "constant.language.boolean.ludic", "match": "\\b(true|false)\\b" },
{ "name": "constant.language.phase.ludic", "match": "\\b(Start|Input|FixedUpdate|Update|LateUpdate|Render)\\b" }

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@ -54,21 +54,21 @@
"declaration": {
"patterns": [
{
"match": "\\b(game|module)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(program)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "keyword.control.unit.ludic" },
"2": { "name": "entity.name.type.unit.ludic" }
}
},
{
"match": "\\b(component)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(property)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.component.ludic" },
"2": { "name": "entity.name.type.component.ludic" }
}
},
{
"match": "\\b(archetype)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(model)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.archetype.ludic" },
"2": { "name": "entity.name.type.archetype.ludic" }
@ -82,7 +82,7 @@
}
},
{
"match": "\\b(system)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"match": "\\b(handler)\\s+([A-Za-z_][A-Za-z0-9_]*)",
"captures": {
"1": { "name": "storage.type.system.ludic" },
"2": { "name": "entity.name.function.system.ludic" }
@ -165,7 +165,7 @@
{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes)\\b" },
{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
{ "name": "storage.type.ludic", "match": "\\b(game|module|component|struct|archetype|enum|ui|const|var|let|fn|system|main|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": "constant.language.boolean.ludic", "match": "\\b(true|false)\\b" },
{ "name": "constant.language.phase.ludic", "match": "\\b(Start|Input|FixedUpdate|Update|LateUpdate|Render)\\b" }

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@ -52,8 +52,8 @@ typedef struct {
* mirror the compiler's parser: anything parse_decl() dispatches on is a
* declaration keyword, anything stmt() dispatches on is a statement keyword. */
static const char* LUDIC_KW_DECL[] = {
"game","module","import","component","struct","archetype","enum","ui",
"const","var","fn","extern","system","main", 0
"program","import","property","struct","model","enum","ui",
"const","var","fn","extern","handler","entry", 0
};
static const char* LUDIC_KW_CLAUSE[] = {
"phase","query","reads","writes", 0