One `print` instead of two C-style names: `print(x)` writes an int OR a string
followed by a newline, dispatching on the operand type (int -> %d, string ->
%s). `print(int)` emits byte-identically to the old print_int, so every existing
call and every smoke-test output is unchanged.
print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which
is not "printing a line" — so it now uses file_write to a new file_stdout()
stream, keeping the emitted IR byte-for-byte identical. That frees `print` to
have consistent always-newline semantics.
Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B)
migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()),
and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the
interpolation converter from 7d) is now also a documented standalone builtin.
Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h,
grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free
fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The readable way to build strings, as you noted `{a} {b}` beats `a + " " + b`.
A backtick string embeds any expression in `{…}` and desugars to the Phase-7c
`+` chain, wrapping each hole in `str(...)`:
`hello {name}, n={count + 1}`
== "hello " + name + ", n=" + str(count + 1)
- Lexer: a backtick captures its content raw as TK_INTERP.
- Parser: parse_interp splits literal runs from `{…}` holes (brace-depth aware,
`{{`/`}}` escape to literal braces), re-lexes each hole as a full expression
(save/restore toks/pi like an import), and folds it all into E_BIN(+) nodes —
so no new AST or runtime beyond the existing concat.
- str(x): a string passes through; int/bool/fixed convert via a small emitted
@fn_int_str prelude (digits from the end of a buffer, '-' for negatives),
emitted once into any program that uses it.
examples/strings.ludic gains interpolation cases (now prints 1..7); the smoke
covers it. Grammar + ludic_syntax.h tokenize backtick strings (holes highlighted
as embedded code). LANGUAGE.md documents it as the preferred form.
Reseeded (22530 lines); C-free fixpoint holds; goldens identical; 18/18; vocab +
doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Strings are values now: `a + b` concatenates and `a == b` / `a != b` compare by
content, replacing the 605 `sconcat(...)` / `streq(...)` calls that made the
compiler read like C.
streq(name, "let") -> name == "let"
sconcat("load ", reg) -> "load " + reg
sconcat(a, sconcat(b, c)) -> a + b + c
Implementation: emit_bin gains a string path. Strings are pointer-typed, so any
`+` with a pointer operand concatenates and `==`/`!=` between pointers compares
content — except when one side is the `null` literal, which stays a pointer
identity test (the only two kinds of pointer `==` in the codebase). Both call a
small hand-written IR prelude, @fn_str_eq / @fn_str_concat, emitted once into any
program that uses string ops (so it works for tools, games and the compiler with
no runtime-splice dependency and no duplicate symbols).
Delivered as two reseeds: (A) add the operators + prelude with the full
pointer-aware dispatch, keeping streq/sconcat; (B) migrate every call site
(354 lines, via a string-literal-safe balanced-paren script that leaves the
function definitions alone) and delete streq/sconcat. examples/strings.ludic +
a test.sh smoke (prints 1 2 3 4 5) guard it.
Reseeded (21890 lines); C-free fixpoint holds; goldens byte-identical; 18/18;
vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":
- `let x = e` -> immutable binding; a later `x = …` is a compile error
(`cannot assign to immutable 'x' … use var`).
- `var x = e` -> mutable binding, at local OR module scope (position decides
scope; the keyword decides mutability).
- `const` -> unchanged (compile-time).
Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.
Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
A) add `var` as a local statement + per-local mutability tracking (loc_mut),
no enforcement;
B) migrate every reassigned `let` -> `var` across the compiler, runtime and
examples (337 declarations), driven by a per-function, string/comment-aware
scan (binding targets only, never `x.f =` / `x[i] =`);
C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
golden build (which splices the runtime) then proved zero reassigned `let`
was missed anywhere.
Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fixed the naming inconsistencies the cohesion audit flagged, converging on the
domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*,
font_load, image_load):
- load_png -> png_load (asset loaders were split: font_load/image_load
- load_sprites -> sprites_load were domain-first, load_* were verb-first)
- setreg -> set_reg (missing underscore vs ui_set_int/ui_set_text)
Game builtins resolve to their `rt_` runtime function, so the renames are in
runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example
call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a
surface rename — every renamed call maps to the same runtime symbol, so behavior
and golden renders are byte-identical.
Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md,
README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical;
17/17; vocab clean.
Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and
consistent with each other; renaming would need a bootstrap dance for little
gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int
already use.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The handler-signature `query (vars) [terms] where …` clause and the
`reads`/`writes` clauses overlapped the `@Queries` annotation (and each other):
two ways to attach a query to a handler. Consolidated on the decorator.
- parse_system no longer parses `query`/`reads`/`writes` clauses; it keeps the
postfix `@anno(...)` channel and `phase`. A handler's query is the prefix
`@Queries(these: [...], on: Model)` annotation. Data-access hints are now
`@Reads(...)`/`@Writes(...)` — absorbed by the generic annotation skipper,
same parse-and-reserve status the old clauses had.
- The inline `for (…) in query […] where …` statement is unchanged and still
covers cross-property constraints / multiple kind filters. `query` stays a
keyword there (now dispatched via is_id so the vocabulary check sees it).
examples/hello.ludic and examples/qdecl.ludic migrated to `@Queries` (qdecl now
demonstrates a per-property constraint + `on:` tag); outputs unchanged
(4 4 10 3 / 0 3 -2). LANGUAGE.md handler sections rewritten. Vocabulary: drop
`reads`/`writes` from CLAUSE (ludic_syntax.h, grammar, LudicTokens.kt).
Reseeded (21931 lines); C-free fixpoint holds; goldens identical; 17/17;
vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Cohesion audit found two keywords that are pure duplicates:
- `when c { }` produced a byte-identical S_IF to an else-less `if c { }`
(no distinguishing flag) — so it was a second spelling of the same node.
- `enter Name` produced identical codegen to `become Name`: it set an
`ival` flag that emit_become never reads.
Both removed from the parser. `if` already parses with an optional `else`, so
nothing is lost. examples/scenes.ludic (an uncompiled design sketch) and the
LANGUAGE.md scenes section now use `become Name` for scene transitions.
Vocabulary synced (ludic_syntax.h, TextMate grammar, LudicTokens.kt);
check-vocabulary clean. Reseeded (22148 lines); C-free fixpoint holds;
goldens identical; 17/17.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three enable/disable statement scopes, each a reversible flag flip:
- `disable P on e` / `enable P on e` — one property on one entity. Clears
the has-flag so queries stop matching; field data persists in storage, so
enable restores it untouched. @OnDisable(P)/@OnEnable(P) handler hooks run
at the toggle point with the property bound by name.
- `disable Model` / `enable Model` — @ME_<Model> global flag; the model's
entities drop out of every query while disabled.
- `disable Handler` / `enable Handler` — @HE_<Handler> global flag; the
handler stops being called each phase while disabled.
Nothing is copied or freed — each toggle is one global store or one has-flag
store. Reduces entirely to existing ECS machinery (has-flags, kind filter,
per-phase call guards), so the data-oriented model is untouched.
New AST node S_TOGGLE; emit_toggle lowers it. Query {Model} filter now ANDs
@ME_; phase calls now guard on @HE_. Parser gains enable/disable statements
and @OnEnable/@OnDisable annotations.
Vocabulary: `on` promoted from RESERVED to CLAUSE (parser now dispatches on
it); enable/disable added as STMT keywords — synced across ludic_syntax.h,
the TextMate grammar, and LudicTokens.kt (check-vocabulary.py clean).
examples/toggle.ludic demonstrates all three scopes (prints 6 0 7 1 0);
test.sh smoke asserts it. Reseeded; C-free fixpoint holds; goldens identical.
Also: stop tracking tools/.idea/ (gitignored).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the rest of the game/entity/property lifecycle as @-hooks, each firing at
one timeline moment and reducing to ordinary code:
- @OnStart / @OnQuit (program): @OnStart aliases the Start phase; @OnQuit runs in
the frame loop's done: block, after the loop stops and before teardown.
- @OnDespawn(Model) (entity): a destructor. Despawn doesn't statically know the
entity's model, so hooks compile to @on_despawn_<Model>(entity) functions and
emit_despawn dispatches on @L_kind. Symmetric with @OnSpawn.
- @OnAttach(Property): fires in emit_init_component once a property is attached
and seeded, with the property bound by name.
Registries + parsing mirror @OnSpawn. examples/lifecycle.ludic narrates the whole
timeline (output 1 700 50 950 2). Behaviour-preserving (goldens byte-identical,
despawn users unaffected when no hooks registered); test.sh 16/16, fixpoint holds.
Deferred: @OnDetach (per-property runtime dispatch) and scene @OnEnter/@OnExit
(need scene support in the compiler).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds two annotations that give properties/models a scriptable feel WITHOUT
reattaching behavior to data — both reduce to code the data-oriented model
already emits:
- @Computed field on a property: a derived value that is NOT stored; x.field
expands inline to its expression (bare names read as fields of x) at each use.
Zero storage, zero runtime dispatch. Reuses qualify_fields (now non-destructive,
base-node based); a g_computed registry keeps derived fields out of the layout.
- @OnSpawn(Model) on a handler: a constructor that runs at each spawn of Model
with the model's properties bound by name. Spawn statically knows the model, so
no runtime dispatch; emit_spawn binds the properties and inlines the hook body.
examples/annotations.ludic now exercises @Handles/@Queries/@Computed/@OnSpawn
(output 3 25 0 0); test.sh 15/15, fixpoint holds, goldens byte-identical.
Deferred (need more machinery, by design): @OnDespawn (despawn doesn't statically
know the entity's model) and @OnChange (needs change-tracking).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
@Queries(these: [Prop{constraint}, ...], on: Model) on a handler desugars to the
existing S_QUERY loop: each property binds by its own name, a Prop{...} block
qualifies its bare fields to that property, and on: adds a {Model} tag filter.
Implemented via parse_queries_anno + qualify_fields (parse_game.ludic), wired
into parse_one_decl; @Handles parses on the program (documentation).
examples/annotations.ludic demonstrates it (output 3 1 0 0); test.sh 15/15.
Docs: added the Annotations section to LANGUAGE.md and did the vocabulary prose
pass (component->property, archetype->model, system->handler, game->program)
across the docs. check-docs + test-tools green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
state KnightMenu = 0 { } -> state KnightMenu { }. Machine states now take their
value from declaration order (0,1,2,...); an explicit 'state Name = expr' still
works for the rare non-ordinal case. Removes the magic constants from state
machines (finding #13). Migrated combat.ludic's battle machine; chronorift golden
byte-identical (the ordinals match the old explicit 0-4). Reseeded, fixpoint
holds, test.sh 14/14.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
edge/pure/export prefix keywords retired; modifiers are now leading @annotations
(@export, @edge, @pure, @deterministic). parse_one_decl collects a leading @anno
run and @export sets the fn export flag; dead edge-dispatch removed from
parse_system. Migrated examples/lib/combat.ludic; old prefixes now rejected.
Behavior-identical: the export flag is parse-only in the self-hosted emitter
(emits @fn_<name> for every fn, never reads the flag), so IR is byte-identical.
Reseeded, fixpoint holds, test.sh 14/14. Docs updated. Phase 3 complete.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3b: widget props go from key=value to key: value (parse_widget). emit_ui and
ludic-fmt unchanged (AST-identical; ':' formats correctly by default). Chose the
colonized form over parenthesized named-args — minimal churn, no new grammar.
Migration: tools/ludic-tools/migrate_ui.c. menu golden byte-identical.
3c: removed the undocumented, unused 'needs'/'uses' clause synonyms from
parse_system; reads/writes stay.
Reseeded, fixpoint holds, test.sh 14/14, check-docs + check-vocabulary green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Comp = { f = v } -> Comp { f: v }. record() requires ':' and parse_spawn()
drops the '=' before the record; '=' is now assignment/binding only. Records
appear only in games, so the compiler seed is unaffected.
Migration: tools/ludic-tools/migrate_records.c (spawn-context aware). Verified
every golden byte-identical, old '=' form rejected, reseeded, test.sh 14/14.
Docs updated (LANGUAGE.md, BOOTSTRAP.md R2).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>