Properties stay pure data; behavior is expressed as annotations that desugar to
handlers and inline expressions. @Computed (derived fields, no storage) and
@OnSpawn (spawn-time constructors). Behaviour-preserving; test.sh 15/15,
C-free fixpoint holds, goldens byte-identical.
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>
program (was game/module), entry (was main), property (was component),
model (was archetype), handler (was system). Plus an annotation DSL:
@Queries(these: [Prop{constraint}, ...], on: Model) on a handler desugars to the
query loop, and @Handles on a program. Behaviour-preserving (goldens
byte-identical, C-free fixpoint holds); test.sh 15/15, test-tools 28/0.
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>
Updated the LSP indexer (ludic_index.h), completion snippets (ludic_lsp.c),
check-docs wrapper, and the fmt/LSP test fixtures (test-tools.sh, test-lsp.py)
to the new keywords. Fixed two pre-existing bugs surfaced along the way:
build-tools.sh had a set -e bug (a failing find|while pipeline in a command
substitution) that silently prevented ALL rebuilds since the first build, so the
editor binaries were stale; and an LSP test offset was calibrated to the old
keyword length. test.sh 14/14, test-tools 28/0, check-docs + check-vocabulary
green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Resolves all 13 findings from SYNTAX-REDESIGN.md. Rule A (: associates, =
binds) across fields/records/spawn/ui/modifiers; Rule B (statement separators);
auto-numbered machine states + enum types for magic-int spaces; docs and editor
tooling reconciled with the compiler and guarded against future drift.
Every migration proven behaviour-preserving (byte-identical self-compiled IR +
golden renders); C-free fixpoint held throughout; test.sh 14/14, self-host 11/11.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>