fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync
- ludic-fmt: `rows[i]`, `new []int`, `s[a..b]`, `emit(`, `~x`, list-literal
and query-tag braces stay tight; member calls hug their paren
(`Date.new(`, `Prefab.spawn(`); `<< >> & | ^ ~` are operators and
`&& ||` are not — mirrored in ludic_syntax.h, LudicLexer.kt and the
TextMate grammar. 149 of 274 tracked sources failed --check before.
- ludic-lsp: `initializationOptions.compilerDiagnostics` / `compilerPath`
are honoured — on save the document's compilation unit is compiled and
`file:line: error: msg` is published as a "ludicc" diagnostic (the
option had been documented but never implemented); the workspace scan
file is per process; bracket codes spelled as char literals
- Overlay added to LUDIC_PHASES, LudicTokens.kt, ludic-mode.el and the
grammar (the game uses it; check-vocabulary flagged the drift)
- editors: VS Code snippets/package.json/extension.js (`${workspaceFolder}`
and `~` expansion, PATH lookup, Apache-2.0, real repo URL), Neovim root
markers, Helix/Zed/Sublime bin/ paths, Emacs vocabulary, JetBrains
comments; tools/editors/README.md no longer describes C tooling
- .forgejo workflows clone `${{ github.server_url }}/${{ github.repository }}`
so a fork or mirror tests itself; the docs publish pushes the same way
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -10,19 +10,23 @@
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;;; Code:
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;; The vocabulary mirrors tools/ludic-tools/ludic_syntax.h; that header is the reference.
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(defconst ludic--declaration-keywords
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'("program" "import" "property" "struct" "model" "enum" "ui"
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"const" "var" "fn" "extern" "handler" "entry"))
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'("program" "import" "property" "model" "enum" "ui" "namespace"
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"const" "var" "function" "extern" "handler" "entry" "event" "scene" "test" "prefab"))
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(defconst ludic--clause-keywords
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'("phase" "query" "reads" "writes"))
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'("phase" "query" "on" "cancellable" "public" "layer" "start" "shows" "lasts" "loads" "then" "export" "internal"))
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(defconst ludic--statement-keywords
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'("let" "return" "if" "else" "when" "while" "for" "in" "spawn" "despawn"
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"match" "machine" "state" "become" "enter" "where" "and" "or"))
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'("let" "return" "if" "else" "while" "for" "in" "spawn" "despawn"
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"enable" "disable" "attach" "detach" "match" "machine" "state" "become" "where"
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"and" "or" "not" "break" "continue" "new" "emit" "cancel" "try"))
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(defconst ludic--types '("int" "fixed" "bool" "entity" "str" "ptr" "void"))
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(defconst ludic--phases '("Start" "Input" "FixedUpdate" "Update" "LateUpdate" "Render"))
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(defconst ludic--types
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'("int" "long" "fixed" "countdown" "bool" "entity" "string" "pointer" "byte"
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"words" "fixeds" "pointers" "Vector" "IVec2" "Rect" "void"))
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(defconst ludic--phases '("Start" "Input" "FixedUpdate" "Update" "LateUpdate" "Render" "Overlay"))
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(defconst ludic-font-lock-keywords
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(list
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@ -31,7 +35,7 @@
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(cons (regexp-opt ludic--statement-keywords 'symbols) 'font-lock-keyword-face)
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(cons (regexp-opt ludic--types 'symbols) 'font-lock-type-face)
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(cons (regexp-opt ludic--phases 'symbols) 'font-lock-builtin-face)
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(cons "\\_<\\(true\\|false\\)\\_>" 'font-lock-constant-face)
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(cons "\\_<\\(true\\|false\\|null\\)\\_>" 'font-lock-constant-face)
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(cons "@[A-Za-z_][A-Za-z0-9_]*" 'font-lock-preprocessor-face)
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;; components, archetypes, scenes and UI handles are Capitalised by convention
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(cons "\\_<[A-Z][A-Za-z0-9_]*\\_>" 'font-lock-type-face)
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