Phase 6a: remove the redundant when and enter keywords

Cohesion audit found two keywords that are pure duplicates:
  - `when c { }` produced a byte-identical S_IF to an else-less `if c { }`
    (no distinguishing flag) — so it was a second spelling of the same node.
  - `enter Name` produced identical codegen to `become Name`: it set an
    `ival` flag that emit_become never reads.

Both removed from the parser. `if` already parses with an optional `else`, so
nothing is lost. examples/scenes.ludic (an uncompiled design sketch) and the
LANGUAGE.md scenes section now use `become Name` for scene transitions.

Vocabulary synced (ludic_syntax.h, TextMate grammar, LudicTokens.kt);
check-vocabulary clean. Reseeded (22148 lines); C-free fixpoint holds;
goldens identical; 17/17.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 23:14:32 +03:00
parent 5ecd300d16
commit 920d476a15
8 changed files with 3406 additions and 3462 deletions

View file

@ -453,8 +453,8 @@ another `.ludic` file (see `examples/lib/`).
## Statements
`let x = expr` · `x = expr` (`+= -= *= /=`) · `if/else` · `when cond { }`
(if-without-else) · `while cond { }` · `for i in a .. b { }` (numeric range) ·
`let x = expr` · `x = expr` (`+= -= *= /=`) · `if cond { }` / `if/else`
(the `else` is optional) · `while cond { }` · `for i in a .. b { }` (numeric range) ·
`for (…) in query […] { }` · `break` · `continue` · `return` · `spawn` ·
`despawn` · `enable` / `disable` (a property `on e`, a model, or a handler) ·
`match` · `machine`.
@ -655,7 +655,7 @@ as near-term — are now implemented and self-hosting; their lowerings are in
> ⚠️ **Not yet implemented in the current (self-hosted) compiler.** `scene`,
> `layer`, and the `on enter` / `on exit` hooks are a design target: the
> compiler has no `scene` declaration and [`examples/scenes.ludic`](examples/scenes.ludic)
> does not compile today (`enter Name` parses only as a `become` alias). Games
> does not compile today. Games
> that need mutually-exclusive states use a mode register (`reg`/`setreg`) with a
> `machine`, as `examples/chronorift` does. This section describes the intended
> syntax for when scene support lands.
@ -672,7 +672,7 @@ scene Title start {
layer Main {
handler Choose phase Update {
if ui_clicked(UI_NewGame) { enter Overworld }
if ui_clicked(UI_NewGame) { become Overworld }
}
}
}
@ -694,12 +694,12 @@ scene Overworld {
were written — so `Hud`'s `Render` paints over `World`'s.
- `on enter` / `on exit` are lifecycle hooks, not phases. Scene setup goes in
`on enter`; a layer handler may not use phase `Start`.
- `enter Name` transitions: the current scene's `on exit` runs, the active scene
- `become Name` transitions: the current scene's `on exit` runs, the active scene
becomes `Name`, and its `on enter` runs. Inside a layer handler the compiler
knows which scene is leaving, so a transition costs two direct calls and a
store — there is no dispatch table.
`examples/scenes.ludic` is a runnable demonstration of the ordering rules.
`examples/scenes.ludic` sketches the ordering rules (it does not compile yet).
## Queries in a handler signature