feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -9,7 +9,7 @@ tip: Declare a clear colour so the Render phase auto-clears + auto-presents for
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order: 62
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---
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<code>@ClearColor(N)</code> declares the framebuffer clear colour (a <code>0x00RRGGBB</code> integer) so the engine owns the per-frame clear and present: at the top of the Render phase it clears the framebuffer to <code>N</code>, and after all Render handlers run it presents the frame — so a game's Render handler carries no <code>Screen.clear</code> / <code>Screen.show</code> boilerplate, and the colour is configured declaratively rather than written in the handler body. It is opt-in: a program with no <code>@ClearColor</code> is byte-for-byte identical (it clears and presents itself, or the light system owns the present). Place it on the program's Render handler (or any declaration — it is program-wide).
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<code>@ClearColor(N)</code> declares the framebuffer clear colour (a <code>0x00RRGGBB</code> integer) so the engine owns the per-frame clear and present: at the top of the Render phase it clears the framebuffer to <code>N</code>, and after all Render handlers run it presents the frame — so a game's Render handler carries no <code>Screen.clear</code> / <code>Screen.show</code> boilerplate, and the colour is configured declaratively rather than written in the handler body. It is opt-in: a program with no <code>@ClearColor</code> is byte-for-byte identical (it clears and presents itself, or the light system owns the present). Place it on the program's Render handler (or any declaration — it is program-wide). The argument is any constant expression — a hex literal, a `Color.*` name, or a `const` from your palette.
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```ludic
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program ClearColorDemo {
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@ -19,7 +19,7 @@ program DespawnHook {
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@OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
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match teardown_reason {
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EndReason.Quit => {} # app closing — do not drop loot
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EndReason.Quit => { } # app closing — do not drop loot
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_ => { print(Loot.gold) } # died in-world — award the gold
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}
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}
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@ -14,7 +14,7 @@ These are the two declarative switches at the top of Ludic's networking: <code>@
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```ludic
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program SyncedWorld {
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@Sync property Position { column: int = 0, row: int = 0 } # every field replicable
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property Health { @Sync current: int = 0, maximum: int = 0 } # only current replicable
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property Health { @Sync current: int = 0, maximum: int = 0 } # only current replicable
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@Owned model Player { @Sync Position, @Sync Health } # participates -> column,row,current
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model Scenery { Position } # not @Sync here -> never replicates
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