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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>enum — Ludic</title>
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<meta name="description" content="A named set of integer constants — names for a magic-number space.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#structure">Program structure</a> <span>›</span> <span class="here">enum</span></div>
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<div class="item-head">
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<span class="kind-badge kind-keyword">keyword</span>
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<h1 id="top">enum</h1>
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</div>
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<code class="sig">enum Name { A, B, C }</code>
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<div class="desc"><p>An <code>enum</code> gives names to a set of related integer values so a magic-number space — a menu selection, a game mode, a machine state — reads as names instead of bare literals. Variants number themselves from <code>0</code> in declaration order, and you access one as <code>Name.Variant</code>, which is a compile-time <code>int</code> usable anywhere an int is: in <code>match</code> patterns, comparisons, and assignments. When every variant is a bare name, an enum value lives in an ordinary <code>int</code> or <code>var</code> and is saved with it, so a plain <code>enum</code> is best understood as a zero-cost naming layer over <code>int</code>.</p><p>## Tagged unions — variants with payloads</p><p>A variant may also carry a **payload**, written as a parenthesized list of types after its name. Doing so turns the whole enum into a *tagged union*: a value is now one of several shapes, each with its own data, and the type remembers which.</p><p>You **construct** a variant by name — <code>Door(3)</code>, <code>Portal(x, y)</code>, or bare <code>Empty</code> for a payload-less one — and store or pass it as a value of the enum's type (<code>let t: Tile = Door(3)</code>). Each value is a small boxed record: a tag naming the variant, plus its payload.</p><p>You take one apart with <code>match</code>, binding the payload names in each arm:</p><p>A tagged <code>match</code> must be **exhaustive**: it either handles every variant or ends with a <code>_</code> catch-all. Leaving a variant out is a compile-time error (<code>match on Tile is not exhaustive: variant Door is unhandled</code>), so adding a new variant surfaces every site that must learn about it. Constructor and pattern arities are checked the same way. A plain (all-bare) enum keeps its compile-time-ordinal <code>Name.Variant</code> form and is unaffected.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">enum Tile { Empty, Wall, Door(int), Portal(int, int) }</pre><pre data-lang="ludic">function walk_cost(t: Tile) -> int {
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match t {
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Empty => { return 1 }
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Wall => { return 0 }
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Door(n) => { return 10 + n } # n is the door's int payload
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Portal(x, y) => { return x + y } # both fields bound in this arm
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}
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}</pre><pre data-lang="ludic">program BattleMenu {
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enum Action { Attack, Guard, Item, Flee }
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var current_action: int = Action.Attack
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handler ChooseAction phase Input {
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let pressed = Input.key()
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if pressed == 'a' { current_action = Action.Attack }
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if pressed == 'g' { current_action = Action.Guard }
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if pressed == 'f' { current_action = Action.Flee }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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match current_action {
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Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
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Action.Guard => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
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_ => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
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}
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Screen.show()
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html>
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