feat(lang): 27.1 - a state machine as data: @Machine(Record.field) on a registry of transitions
A registry marked `@Machine(Deer.mood)` is the transitions of a machine over that enum field of the records a state's Table<Deer> holds. Its record has from and to (the enum's variants), on: string (an action's name, "" for a transition the tick asks), guard: fn(Row<Deer>, reads...) -> bool and enter: fn(Row<Deer>, reads...) -> void; the states are the enum's variants and the start is the field's default. The rows are data (an .lres or defs), the names the studio already edits. Written by the compiler (machines.ludic, machines_write.ludic): for each action an `on` names, a row reducer in the registry's file (named ..__machine__DeerSteps, so it sits beside the program's own row reducer on the same action, after it): the row's state, the first transition from it on that action whose guard passes, the field set, enter run - guards and enters called by name. When a row leaves a state on a guard alone, `state DeerStepsMachine` (the kept row view) and deer_steps_tick(m: mut DeerStepsMachine, s: mut Herd, reads...), one transition a row a tick. Nothing allocates. The table is the whole machine: the field written anywhere else - an assignment, or a `machine` block's become over it - is a type error (check_stmt.ludic, ck_machine_write). Guards and enters take the row first, are the record's module's, keep a row reducer's rules (and may be handed the row); a guard writes nothing through it. The graph is checked, each error at its row (in the .lres when the rows are there): a state never reached from the start, a state with no way out, an `on` naming no action or an action with no @Target, a self-transition with no guard, two ways out of a state on one trigger behind an unguarded first. Also refused: @Machine off a registry, a field that is not a plain enum with a default, a @Column field, no table (or two) of the record, a transitions record of another shape, a machine outside its table's state's module. ludic schema's code section gains `machines` (registry, record, field, enum, table, start, states, actions, tick, module, at); ludic deps names a machine's reducer `reducer Deer in Herd.deer on Spook (machine DeerSteps)`. vocab @Machine; docs annot-machine, kw-machine; LANGUAGE.md "A machine as data"; examples actions/machine (+ deer_steps.lres) and ten rejects; test.ludic feat, reject and schema cases (not run); changes/machines.md. Reseeded; bootstrap-cfree fixpoint holds (317642 lines); Maroon Lake's `ludic build --check` is clean against this tree. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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LANGUAGE.md
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LANGUAGE.md
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@ -443,6 +443,78 @@ program Herds {
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- **Dice** a row reducer rolls come from the row's own `Rng` or its owner's, never `Random.*`: it
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runs in the drain, outside its owner's tick, and the world's stream is co-op's shared order.
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**A machine as data** (27.1). A row's state - an animal idling, fleeing, drinking - is an enum field
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of its record, and the machine that moves it is a registry marked `@Machine(Record.field)`: one row
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a transition, which the compiler turns into the reducers and the tick. The table is the whole
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machine, and a studio edits it as a graph.
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```ludic
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import "ludic.base"
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program Moods {
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enum Mood { Calm, Wary, Fled }
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property Deer {
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mood: Mood = Mood.Calm # the start: the field's default
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fear: int = 0
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}
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state Herd { deer: Table<Deer> = null }
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action Spook { @Target who: int = -1 }
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property DeerStep {
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from: Mood = Mood.Calm
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to: Mood = Mood.Calm
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on: string = "" # an action's name, or "" for a transition the tick asks
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guard: fn(Row<Deer>, Herd) -> bool = null
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enter: fn(Row<Deer>, Herd) -> void = null
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}
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@Machine(Deer.mood) registry DeerSteps of DeerStep
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def DeerSteps startled { from: Mood.Calm, to: Mood.Wary, on: "Spook", enter: fn deer_startle }
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def DeerSteps bolts { from: Mood.Wary, to: Mood.Fled, on: "Spook", guard: fn deer_afraid }
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def DeerSteps settles { from: Mood.Wary, to: Mood.Calm, guard: fn deer_settled }
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def DeerSteps home { from: Mood.Fled, to: Mood.Calm }
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function deer_afraid(r: Row<Deer>, h: Herd) -> bool { return r.rec.fear > 1 }
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function deer_settled(r: Row<Deer>, h: Herd) -> bool { return r.rec.fear == 0 }
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function deer_startle(r: mut Row<Deer>, h: Herd) -> void { r.rec.fear += 1 }
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entry (h: mut Herd, m: mut DeerStepsMachine) {
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h.deer = table_new(0, 0)
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dispatch Spook { who: tb_add(h.deer, new Deer) }
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drain_actions()
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deer_steps_tick(m, h)
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}
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}
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```
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- **The registry's record** has `from` and `to` (variants of the field's enum), `on: string` (an
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action's name, `""` for a transition the tick asks), and may have `guard: fn(Row<Record>, reads...)
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-> bool` and `enter: fn(Row<Record>, reads...) -> void`, each taking the row first and then the
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states it reads. Its rows may live in an `.lres` (`from "deer_steps.lres"`), where a value is
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written as in code: `bolts { from: Mood.Wary, to: Mood.Fled, on: "Spook", guard: fn deer_afraid }`.
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The states are the enum's variants; the record is held in one state's `Table<Record>`, and the
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registry is that state's module's.
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- **What the compiler writes.** For each action an `on` names (it must have a `@Target`), a row
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reducer: the row's current state, the first transition from it on that action - in the table's
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order - whose guard passes (no guard passes always), the field set, then `enter`. When a row
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leaves a state on a guard alone, `state DeerStepsMachine` (the tick's kept row view) and
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`deer_steps_tick(m: mut DeerStepsMachine, s: mut Herd, reads...)`, which takes every row of the
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table through the same first match, one transition a row a tick; the program calls it from its
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system. A program's own row reducer on the same action runs before the machine's, so an enter
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that needs the action's payload finds it on the row. Nothing is allocated: the row views are kept.
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- **The table is the whole machine.** Its field is written by nothing else - an assignment or a
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`machine` block's `become` anywhere else is refused: `this assignment: Deer.mood is the machine
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DeerSteps's (@Machine(Deer.mood)) - it changes only by a transition in its table`. A new row takes
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its state in its `new` (a save's load does too). A guard and an enter are functions of the
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record's module and keep a row reducer's rules - the row reaches `r.rec` and `r.h`, goes only to a
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`@RowVerb` or another of the machine's functions, and a `@Column` field is not written; a guard
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asks and writes nothing through its row.
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- **The graph is checked**, each an error at its row: a state never reached from the start; a state
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with no way out; an `on` naming no action, or an action naming no row; a transition from a state
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to itself with no guard; and two ways out of one state on one trigger behind an unguarded first
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(`settles and stays both leave Wary on Spook, and settles has no guard - stays could never be
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taken`).
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- `ludic schema`'s code section lists each machine (`machines`: `registry`, `record`, `field`,
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`enum`, `table`, `start`, `states`, `actions`, `tick`, `module`, `at`), and `ludic deps` names its
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reducers `reducer Deer in Herd.deer on Spook (machine DeerSteps)`. The `machine` block stays for
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a machine that is only code.
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`ludic deps` reports the widest function - the most states any function or entry point of the
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program's own takes - and `--check` holds it as a ratchet like its other numbers
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(`widest_function 12` in the baseline file). A function value's states are supplied where it is called, so a
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@ -2293,7 +2365,9 @@ if hero.mode == HeroState.Rolling { … } # readable wherever
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```
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A machine's store is a state's field (`machine hero.mode`), a local, or a register index; a
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`become` writes it, so the function needs its state `mut`. A state that names no variant of the
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`become` writes it, so the function needs its state `mut`. (A machine that is data - a table of transitions the
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studio edits, over a field of a table's rows - is a `@Machine` registry: "A machine as data", above;
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its field is refused to a `machine` block.) A state that names no variant of the
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store's enum is a compile error. A bare (payload-free) enum is an `int`-sized type wherever a type
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is written — a `var`, a parameter, a field, a return.
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