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>
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>
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>
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>