Phase 6d: merge struct into property; storage follows use
`struct` and `property` had identical syntax and differed only in semantics, so
they are now one keyword: `property`. How a property is stored follows from how
it is used —
- listed in a `model` or attached by `spawn` -> an ECS component, kept in the
engine's per-entity @S_/@H_ arrays and bound in queries (as before);
- constructed with `new` -> a heap record with reference
semantics (what `struct` used to be).
A program that declares only `property` records and functions — no `model`, no
`handler` — is not an ECS program: it gets record layouts and `new`, but no
entity storage, allocator, snapshot, or runtime splice. This is exactly the
shape of the Ludic compiler itself, whose Node/Tok/Buf/Val are now `property`.
Mechanics:
- record layout (%Cmp_) now always emitted in the header (emit_head), so `new`
works with or without the ECS; the per-entity arrays stay in
emit_ecs_storage. %Str_ is gone — one layout prefix.
- has_ecs() is now `has_systems() or has_models()`, not "any component"; a
property alone no longer drags in the ECS runtime. Added has_models().
- emit_new / member access / layout_ty / layout_node collapse onto find_comp.
Dropped struct keyword, parse_struct, find_struct, is_struct_ty, N_STRUCT
emission (the const stays at kind 0, the default node kind).
Migration done as two reseeds (the old compiler treats any component as ECS, so
it cannot see `property` records in the compiler source until has_ecs is fixed):
A) teach the compiler property-as-record + fix has_ecs, keeping `struct`;
B) migrate the compiler's own records to `property` and remove `struct`.
selfhost/tests/structs.ludic migrated (still prints 7 9 109 2 42). Vocabulary
drops `struct` from DECL (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md
"Records" section rewritten. Reseeded (21613 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
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15 changed files with 4054 additions and 4378 deletions
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@ -2,7 +2,7 @@
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# module header. Mirrors the pieces of compiler/back/ that this subset needs.
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# structs and slices are references, so every non-scalar type lowers to `ptr`.
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struct Val { code: ptr = ptr_null(), ty: ptr = ptr_null() }
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property Val { code: ptr = ptr_null(), ty: ptr = ptr_null() }
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fn val(code: ptr, ty: ptr) -> Val { let v = new Val; v.code = code; v.ty = ty; return v }
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var head: Buf # module-level: types, globals, string constants
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@ -66,17 +66,6 @@ fn llty(t: ptr) -> ptr {
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fn is_slice_ty(t: ptr) -> bool { return peek8(t, 0) == 91 and peek8(t, 1) == 93 } # "[]"
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fn slice_elem(t: ptr) -> ptr { return substr(t, 2, slen(t) - 2) }
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fn find_struct(name: ptr) -> Node {
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let i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_STRUCT and streq(d.s, name) { return d }
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i = i + 1
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}
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return ptr_null()
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}
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fn is_struct_ty(t: ptr) -> bool { return not ptr_is_null(find_struct(t)) }
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fn find_arch(name: ptr) -> Node {
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let i = 0
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while i < len(prog) { let d = prog[i]; if d.kind == N_ARCH and streq(d.s, name) { return d }; i = i + 1 }
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@ -87,15 +76,10 @@ fn find_comp(name: ptr) -> Node {
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while i < len(prog) { let d = prog[i]; if d.kind == N_COMP and streq(d.s, name) { return d }; i = i + 1 }
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return ptr_null()
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}
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# a struct or a component — both have %Str_/%Cmp_ layouts with named fields
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fn layout_node(name: ptr) -> Node {
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let s = find_struct(name); if not ptr_is_null(s) { return s }
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return find_comp(name)
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}
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fn layout_ty(name: ptr) -> ptr {
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if not ptr_is_null(find_struct(name)) { return sconcat("%Str_", name) }
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return sconcat("%Cmp_", name)
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}
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# every record is a `property` with a %Cmp_ layout of named fields — whether it
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# is stored per-entity by the ECS or heap-allocated by `new` is a matter of use.
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fn layout_node(name: ptr) -> Node { return find_comp(name) }
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fn layout_ty(name: ptr) -> ptr { return sconcat("%Cmp_", name) }
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fn field_index(s: Node, fname: ptr) -> int {
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let i = 0
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