Commit graph

7 commits

Author SHA1 Message Date
9f8aec3bc1 Merge lang/i18nkeys (27024de) into lang/syntax: the vocabulary gains the text keys - the Key type, @TextKey (a registry's), the k"..." and kn"..." literals - and @Text's doc; docs/language pages for Key and @TextKey; ludic-dev syntax rewrote the grammars; reseeded, bootstrap-cfree fixpoint holds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:02:48 +03:00
2ad6edaae3 ludic syntax, and ludic-dev syntax: every grammar written from the compiler's vocabulary and checked against it
`ludic syntax [--json] [-o FILE]` prints what `ludicc --emit-syntax` does (a line
per entry, or the JSON). `ludic-dev syntax` writes, between "ludic-dev syntax:
begin" / "end" lines, the keyword, type, phase and attribute tables of
ludic_syntax.h, LudicVocabulary's sets (JetBrains), ludic-mode.el's lists and the
language server's word tests (is_keyword_word and the rest; is_contextual_word is
every word the parser does not reserve, and every declaring or modifying one),
and every TextMate pattern marked "comment": "ludic-dev syntax: <group>" (shared
and the VS Code copy). The grammars gain module uses port bind action reducer
dispatch registry def open component prop view alias friend unsafe numbers of as
from mut system; import and extern colour as declarations; the phase clause
knows Overlay; the bitwise pattern matches | and ^ on their own again.

`ludic-dev syntax --check` - and check-vocabulary, whose old parser comparison it
replaces, and the regression suite (syntax_cases, one line per file) - fails when
a written list is behind, when a grammar lacks a keyword, type or phase, when
docs/language has no page for a keyword, type, phase or attribute, or when the
parser (a scan of selfhost/frontend: is_id / text == words, a == / ann ==
attributes) tests a word or reads an attribute vocab.ludic lacks, or the reverse.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:59:30 +03:00
e3e1bc7784 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>
2026-09-05 01:12:26 +03:00
42f955fd22 Phase 6a: rename core vocabulary (game/main/component/archetype/system)
game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 18:22:13 +03:00
9585405dc0 Phase 5: anchor the editor vocabulary to the compiler
check-vocabulary.py now extracts the keywords selfhost/parse*.ludic actually
dispatches on and requires the header's declaration/clause keywords to be a
subset (LUDIC_KW_RESERVED exempts documented-but-unimplemented scene/layer/on/
start, itself checked so an implemented reserved word must be promoted). Closes
the highlighted-but-unparsed loop against the real compiler; verified it catches
an injected bogus keyword.

Reconciled the drift it exposed across ludic_syntax.h, JetBrains, TextMate, and
emacs: dropped scene/layer/on/start (->RESERVED), the never-implemented
needs/uses/requires/ensures/invariant/effects clauses, and the retired
edge/export/pure prefixes; added enum/main. @annotations highlight generically.
Tooling-only (no seed change): test.sh 14/14, check-vocabulary + test-tools 28/0.

Phases 1-5 complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 16:35:46 +03:00
f87964c5f7 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>
2026-08-27 16:29:02 +03:00
985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00