feat(types): Huge + Angle + Percent polish numeric types (#55)
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Types phase 5 (polish). A splice-on-demand numeric runtime
(runtime/native/numeric.ludic, built on the inline Math.* trig) behind three
namespaces:

- Huge.* — idle big numbers (normalized mantissa x 10^exponent): from/add/
  sub/mul/neg/cmp/sign/mantissa/exp/str (scientific 1.23e45). Display-scale,
  not lockstep-exact (BigInt/Decimal for exactness).
- Angle.* — auto-wrapping radians: from_degrees/to_degrees/wrap/sin/cos/add/
  diff (shortest signed rotation)/lerp (shortest arc).
- Percent.* — clamped [0,1]: clamp/of/lerp/apply.

Remaining phase-5 items are already covered (duration=Duration.*,
rune=Unicode.*, i64=long) or need a type-checking pass (handle, typed name,
other sized ints) — tracked for later.

Wired: parser splice trigger (g_uses_numeric), emit_call dispatch, reseeded
seed, a self-asserting example (examples/library/numeric.ludic + feat_case),
per-symbol docs + inventory. All suites green incl. golden renders byte-
identical and the bootstrap fixpoint.

NOTE: fixed `const`s lower to raw-int-typed values (emit_call N_CONST), which
breaks fixed comparisons — the runtime uses inline fixed literals instead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 19:04:37 +03:00
parent 539f258d92
commit 5dc8394f22
33 changed files with 23162 additions and 21092 deletions

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# ============================================================================
# numeric.ludic — three "polish" numeric types, written in Ludic:
# Huge.* — idle/incremental big numbers (mantissa x 10^exponent)
# Angle.* — an auto-wrapping angle in radians
# Percent.* — a value clamped to [0, 1]
#
# ludicc splices this file into any program that mentions `Huge.*`, `Angle.*`
# or `Percent.*`. It builds on the deterministic fixed-point `Math.*` namespace
# (spliced inline, no runtime of its own), so it works in a plain tool as well
# as a game. The namespaces (emit_call.ludic) alias each method to the matching
# `huge_*` / `angle_*` / `percent_*` function below.
# ============================================================================
# ---- Huge: mantissa + exponent, for idle-game magnitudes -------------------
#
# A value is m x 10^e with the mantissa m normalized to [1, 10) (or 0 for zero);
# e is an unbounded int, so magnitudes far past 1e308 are representable. The
# mantissa is a Q16.16 `fixed`, giving ~4 significant digits — this is a
# DISPLAY-SCALE number for showing 1.23e45, NOT a lockstep-exact value; keep it
# out of the deterministic simulation and use BigInt/Decimal when exactness
# matters.
# NOTE: fixed values live as inline `10.0` / `1.0` literals, not `const`s — a
# `const` reference lowers to its raw integer value typed `int` (emit_call.ludic
# N_CONST), which silently breaks fixed-point comparisons.
property Huge { m: fixed = 0.0, e: int = 0 }
# normalize (mantissa, exponent) so the mantissa lands in [1, 10)
function huge_make(m: fixed, e: int) -> Huge {
let h = new Huge
if m == 0.0 { h.m = 0.0; h.e = 0; return h }
var neg = false
var mm = m
if mm < 0.0 { neg = true; mm = 0.0 - mm }
var ee = e
while mm >= 10.0 { mm = mm / 10.0; ee = ee + 1 }
while mm < 1.0 { mm = mm * 10.0; ee = ee - 1 }
if neg { mm = 0.0 - mm }
h.m = mm; h.e = ee
return h
}
# an int -> Huge (built via i64 so the whole int range normalizes cleanly)
function huge_from(value: int) -> Huge {
if value == 0 { return huge_make(0.0, 0) }
var neg = false
var v: long = value
if v < 0 { neg = true; v = 0 - v }
var e = 0
var p: long = 1
while p * 10 <= v { p = p * 10; e = e + 1 }
let raw: long = (v * 65536) / p # v / 10^e in Q16.16 (in [1,10))
let rawi: int = raw
var m: fixed = as_fixed(rawi)
if neg { m = 0.0 - m }
return huge_make(m, e)
}
function huge_sign(a: Huge) -> int {
if a.m > 0.0 { return 1 }
if a.m < 0.0 { return -1 }
return 0
}
function huge_neg(a: Huge) -> Huge { return huge_make(0.0 - a.m, a.e) }
function huge_mul(a: Huge, b: Huge) -> Huge {
if a.m == 0.0 or b.m == 0.0 { return huge_make(0.0, 0) }
return huge_make(a.m * b.m, a.e + b.e)
}
function huge_add(a: Huge, b: Huge) -> Huge {
if a.m == 0.0 { return b }
if b.m == 0.0 { return a }
var big = a
var small = b
if b.e > a.e { big = b; small = a }
let diff = big.e - small.e
if diff > 8 { return big } # negligible at display precision
var sm = small.m
var k = 0
while k < diff { sm = sm / 10.0; k = k + 1 }
return huge_make(big.m + sm, big.e)
}
function huge_sub(a: Huge, b: Huge) -> Huge { return huge_add(a, huge_neg(b)) }
function huge_cmp(a: Huge, b: Huge) -> int {
let sa = huge_sign(a)
let sb = huge_sign(b)
if sa != sb { if sa > sb { return 1 }; return -1 }
if sa == 0 { return 0 }
var c = 0
if a.e != b.e { if a.e > b.e { c = 1 } else { c = 0 - 1 } }
else { if a.m > b.m { c = 1 } else { if a.m < b.m { c = 0 - 1 } else { c = 0 } } }
if sa < 0 { c = 0 - c }
return c
}
function huge_mantissa(a: Huge) -> fixed { return a.m }
function huge_exp(a: Huge) -> int { return a.e }
# scientific text like "1.23e45" (two-decimal mantissa); plain "0" for zero
function huge_str(a: Huge) -> pointer {
if a.m == 0.0 { return "0" }
var neg = ""
var m = a.m
if m < 0.0 { neg = "-"; m = 0.0 - m }
var ip: int = floor(m) # 1..9
let frac: fixed = m - fixed(ip)
var dd: int = floor(frac * 100.0 + 0.5) # round the two decimals to nearest
var ex = a.e
if dd >= 100 { dd = 0; ip = ip + 1 } # rounding carried into the ones place
if ip >= 10 { ip = 1; ex = ex + 1 } # ...and on into the exponent
var ds = string(dd)
if dd < 10 { ds = "0" + ds }
return neg + string(ip) + "." + ds + "e" + string(ex)
}
# ---- Angle: an auto-wrapping radian angle ----------------------------------
# wrap any radian value into the half-open range [-pi, pi). pi = 3.14159265,
# tau = 6.28318531 (inline literals — see the note above on fixed consts).
function angle_wrap(a: fixed) -> fixed {
var x = a
while x >= 3.14159265 { x = x - 6.28318531 }
while x < 0.0 - 3.14159265 { x = x + 6.28318531 }
return x
}
function angle_from_degrees(d: fixed) -> fixed { return angle_wrap(Math.deg_to_rad(d)) }
function angle_to_degrees(a: fixed) -> fixed { return Math.rad_to_deg(a) }
function angle_sin(a: fixed) -> fixed { return Math.sin(a) }
function angle_cos(a: fixed) -> fixed { return Math.cos(a) }
function angle_add(a: fixed, b: fixed) -> fixed { return angle_wrap(a + b) }
# the shortest signed rotation from `a` to `b`, in [-pi, pi)
function angle_diff(a: fixed, b: fixed) -> fixed { return angle_wrap(b - a) }
# interpolate from `a` toward `b` along the shortest arc (t is a fixed 0..1)
function angle_lerp(a: fixed, b: fixed, t: fixed) -> fixed { return angle_wrap(a + angle_diff(a, b) * t) }
# ---- Percent: a value clamped to [0, 1] ------------------------------------
# clamp any fixed into [0, 1]
function percent_clamp(v: fixed) -> fixed {
if v < 0.0 { return 0.0 }
if v > 1.0 { return 1.0 }
return v
}
# num / den as a clamped ratio (0 when den is 0)
function percent_of(num: fixed, den: fixed) -> fixed {
if den == 0.0 { return 0.0 }
return percent_clamp(num / den)
}
# linear interpolation a..b by a clamped t
function percent_lerp(a: fixed, b: fixed, t: fixed) -> fixed {
let p = percent_clamp(t)
return a + (b - a) * p
}
# value scaled by a clamped percent
function percent_apply(value: fixed, p: fixed) -> fixed { return value * percent_clamp(p) }