Phase 2: enforce statement separators (Rule B)

The parser now requires a newline or ';' between statements (block() in
selfhost/parse.ludic); two statements may no longer sit adjacent with only
spaces. Also fixed if-without-else swallowing its trailing separator.

Migration: tools/ludic-tools/migrate_separators.c inserts ';' at statement
boundaries corpus-wide (examples, runtime, 25 self-host fragments, ~1100
boundaries). Verified semantically identical — the migrated compiler compiles
itself to IR byte-identical to the pre-migration seed, and every golden game
renders identically. Reseeded to the strict compiler; C-free fixpoint holds;
test.sh 14/14.

Docs: Rule B documented in LANGUAGE.md; BOOTSTRAP.md R1 + stale fences updated;
check-docs green across all docs. Fixed a multi-line string literal in
emit_expr.ludic (byte-identical \n escape) that the C toolchain lexer mis-lexes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 15:41:29 +03:00
parent 985f9ad8f2
commit eac8f8f335
35 changed files with 3861 additions and 3588 deletions

View file

@ -25,7 +25,7 @@ system Battle phase Update {
e.hp = e.hp - d
setreg(R_PDMG, d)
}
1 => { st.guard = 1 setreg(R_PDMG, 0) }
1 => { st.guard = 1; setreg(R_PDMG, 0) }
2 => {
if reg(R_POTION) > 0 {
setreg(R_POTION, reg(R_POTION) - 1)
@ -34,7 +34,7 @@ system Battle phase Update {
} else { setreg(R_PDMG, 0) }
}
3 => {
if rng_chance(50) { e.hp = 0 setreg(R_MODE, 0) }
if rng_chance(50) { e.hp = 0; setreg(R_MODE, 0) }
else { setreg(R_PDMG, 0) }
}
}
@ -51,7 +51,7 @@ system Battle phase Update {
if e.hp <= 0 {
grant_xp(e.xp)
setreg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1) setreg(R_MODE, 3) setreg(R_ACK, 0) }
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
else { setreg(R_MODE, 0) }
become KnightMenu
} else {
@ -85,7 +85,7 @@ system Battle phase Update {
setreg(R_PDMG, 16)
} else { setreg(R_PDMG, 0) }
}
2 => { st.guard = 1 setreg(R_PDMG, 0) }
2 => { st.guard = 1; setreg(R_PDMG, 0) }
}
become MageResolve
setreg(R_CUR, 0)
@ -100,7 +100,7 @@ system Battle phase Update {
if e.hp <= 0 {
grant_xp(e.xp)
setreg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1) setreg(R_MODE, 3) setreg(R_ACK, 0) }
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
else { setreg(R_MODE, 0) }
become KnightMenu
} else {
@ -116,7 +116,7 @@ system Battle phase Update {
if done == 0 {
if t3.hp > 0 {
let ed = max(1, e.atk - t3.def + rng_range(0, 4))
if t3.guard == 1 { ed = ed / 2 t3.guard = 0 }
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
t3.hp = t3.hp - ed
setreg(R_EDMG, ed)
done = 1
@ -127,7 +127,7 @@ system Battle phase Update {
for (t4) in query [Stats, {Party}] {
if t4.hp > 0 { alive = alive + 1 }
}
if alive == 0 { setreg(R_MODE, 2) setreg(R_ACK, 0) }
if alive == 0 { setreg(R_MODE, 2); setreg(R_ACK, 0) }
else {
become KnightMenu
setreg(R_CUR, 0)

View file

@ -7,7 +7,7 @@
game SceneDemo {
const R_N: int = 0
system Boot phase Start { setreg(R_N, 0) print_int(1000) }
system Boot phase Start { setreg(R_N, 0); print_int(1000) }
scene Title start {
on enter { print_int(1) }
@ -22,7 +22,7 @@ game SceneDemo {
}
scene Play {
on enter { print_int(3) setreg(R_N, 0) }
on enter { print_int(3); setreg(R_N, 0) }
on exit { print_int(4) }
layer World {
system Step phase Update {

View file

@ -26,9 +26,9 @@ game Snake {
fn reset(x: int) -> int {
for (p, s) in query [Pos, Seg] { despawn self() }
spawn S0 { Seg = { order = 0 } Pos = { x = 10, y = 7 } }
spawn S1 { Seg = { order = 1 } Pos = { x = 9, y = 7 } }
spawn S2 { Seg = { order = 2 } Pos = { x = 8, y = 7 } }
spawn S0 { Seg = { order = 0 }; Pos = { x = 10, y = 7 } }
spawn S1 { Seg = { order = 1 }; Pos = { x = 9, y = 7 } }
spawn S2 { Seg = { order = 2 }; Pos = { x = 8, y = 7 } }
setreg(R_DIR, 3)
setreg(R_LEN, 3)
setreg(R_TICK, 0)
@ -62,7 +62,7 @@ game Snake {
setreg(R_TICK, 0)
let len = reg(R_LEN)
for (pt, stg) in query [Pos, Seg] {
if stg.order == len - 1 { setreg(R_TX, pt.x) setreg(R_TY, pt.y) }
if stg.order == len - 1 { setreg(R_TX, pt.x); setreg(R_TY, pt.y) }
}
for step in 0 .. len {
let i = len - 1 - step
@ -70,7 +70,7 @@ game Snake {
for (pa, sa) in query [Pos, Seg] {
if sa.order == i {
for (pb, sb) in query [Pos, Seg] {
if sb.order == i - 1 { pa.x = pb.x pa.y = pb.y }
if sb.order == i - 1 { pa.x = pb.x; pa.y = pb.y }
}
}
}
@ -101,7 +101,7 @@ game Snake {
}
if reg(R_ATE) == 1 {
setreg(R_SCORE, reg(R_SCORE) + 1)
spawn Body { Seg = { order = len } Pos = { x = reg(R_TX), y = reg(R_TY) } }
spawn Body { Seg = { order = len }; Pos = { x = reg(R_TX), y = reg(R_TY) } }
setreg(R_LEN, len + 1)
setreg(R_FX, rng_range(0, GW - 1))
setreg(R_FY, rng_range(0, GH - 1))