Phase 4b: enum types name magic-int value spaces
enum Name { A, B, C } declares named int constants; Enum.Variant is a
compile-time int (index by declaration order), usable in match patterns,
comparisons, setreg. New: parse_enum + dispatch, enum_ordinal resolver
(emit_core), Enum.Variant handling (emit_expr). Scoped to a naming layer over
int (no enum-typed variables), so register/save semantics are untouched.
combat.ludic battle menus dispatch on KnightAct/MageAct instead of 0..3;
chronorift golden byte-identical. Editor vocab (ludic_syntax.h, JetBrains,
TextMate, emacs) gained enum, dropped retired edge/export/pure decl keywords;
check-vocabulary + test-tools 28/0. when/if kept by choice; bitwise stays
functions. Reseeded, fixpoint holds, test.sh 14/14.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|when|while|for|in|match|machine|become|enter|return|spawn|despawn|where|break|continue|new)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
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{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes|needs|uses|requires|ensures|invariant|effects|on)\\b" },
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{ "name": "keyword.other.ludic", "match": "\\b(import|export|pure|extern|start|edge)\\b" },
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{ "name": "storage.type.ludic", "match": "\\b(game|module|component|archetype|ui|scene|layer|const|var|let|fn|system|state)\\b" },
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{ "name": "keyword.other.ludic", "match": "\\b(import|extern|start)\\b" },
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{ "name": "storage.type.ludic", "match": "\\b(game|module|component|struct|archetype|enum|ui|scene|layer|const|var|let|fn|system|state)\\b" },
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{ "name": "support.type.primitive.ludic", "match": "\\b(int|fixed|bool|entity|str|ptr|void)\\b" },
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{ "name": "constant.language.boolean.ludic", "match": "\\b(true|false)\\b" },
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{ "name": "constant.language.phase.ludic", "match": "\\b(Start|Input|FixedUpdate|Update|LateUpdate|Render)\\b" }
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