# ast.ludic — the node kinds and the single Node shape they share, plus the # declaration tables the emitter reads. # declarations const N_STRUCT: int = 0 const N_FIELD: int = 1 const N_VAR: int = 2 const N_CONST: int = 3 const N_FN: int = 4 const N_PARAM: int = 5 const N_MAIN: int = 6 const N_BLOCK: int = 7 const N_COMP: int = 8 const N_SYS: int = 9 const N_ARCH: int = 10 const N_EXTERN: int = 11 const N_UI: int = 12 const N_ENUM: int = 27 # enum Name { A, B, ... } — named int constants const S_TOGGLE: int = 28 # enable/disable (ival: 1=enable 0=disable; s=target; a=entity or null) const N_SCENE: int = 45 # scene Name [start] { on enter{} on exit{} layer L { handlers } } # s=name ival=scene id a=on-enter block b=on-exit block const S_ATTACH: int = 46 # attach P on e [{ overrides }] — add a property to a live entity # s=property a=entity expr b=override record (E_REC) or null const S_DETACH: int = 47 # detach P on e — remove a property from a live entity # s=property a=entity expr const N_EVENT: int = 48 # event Name { field: T = default, ... } — a public event payload # s=name kids=payload fields (N_FIELD) const S_EMIT: int = 49 # emit E(field: v, ...) — fire event E (calls its @On listeners) # s=event name a=E_REC of named args; also usable as an # expression (a cancellable event returns its cancelled flag) const S_CANCEL: int = 50 # cancel — inside a listener, veto a `cancellable` event const N_TEST: int = 51 # test "name" { ... } — a named test block (the testing framework) # s=name a=body block line=source line of the test const N_PREFAB: int = 53 # prefab Name: Model { Comp { field: v }, … } — a model plus preset fields # s=name ty=model kids=E_FINIT component records (like spawn) const E_TRY: int = 52 # try EXPR else { ... } — recover a fallible result as a value (issue #46) # a=the fallible (result-typed) expression b=else block (its # trailing expression is the fallback) line=source line const E_LIST: int = 54 # [a, b, c] — a slice literal; kids=the elements, all of one type const S_UNSAFE: int = 56 # unsafe { ... } — raw memory allowed inside (L7); a = the block const E_FNREF: int = 55 # fn name — a top-level function as a value (s=the name); a worker entry point # statements const S_LET: int = 10 const S_ASSIGN: int = 11 const S_IF: int = 12 const S_WHILE: int = 13 const S_FOR: int = 14 const S_RETURN: int = 15 const S_EXPR: int = 16 const S_BREAK: int = 17 const S_CONTINUE: int = 18 const S_MATCH: int = 19 const S_MARM: int = 20 const S_QUERY: int = 21 const S_SPAWN: int = 22 const S_DESPAWN: int = 23 const S_MACHINE: int = 24 const S_STATE: int = 25 const S_BECOME: int = 26 # expressions const E_INT: int = 30 const E_STR: int = 31 const E_BOOL: int = 32 const E_ID: int = 33 const E_CALL: int = 34 const E_MEMBER: int = 35 const E_INDEX: int = 36 const E_BIN: int = 37 const E_UN: int = 38 const E_NEW: int = 39 const E_FLOAT: int = 40 const E_REC: int = 41 const E_FINIT: int = 42 const E_PREVAL: int = 190 # an already-evaluated value (emit_float.ludic preval_node) const E_NULL: int = 43 # the `null` pointer literal const E_SLICE: int = 44 # s[a..b] — substring (a=base, b=start, c=end) property Node { kind: int = 0 s: pointer = null # name / operator / string / type-of-new ival: int = 0 # int literal, bool, flags ty: pointer = null # declared type (let/param/field/fn/var/const) a: Node # fixed children (meaning per kind) b: Node c: Node kids: []Node # variadic children line: int = 0 file: pointer = null # the source file the node was parsed from (for diagnostics) vis: int = 0 # L3: 1 when the declaration is `export`ed from its module tps: pointer = null # L5: a generic declaration's type parameters, "T|U"; null when not generic uns: int = 0 # L7: 1 on an `unsafe function` pos: int = -1 # 0.S: byte offset of its first token in its file (-1: generated) pos2: int = -1 # 0.S: a second place a rewrite needs (a declaration's end, a '(') mg: int = -1 # 0.S2: its index in the migration's tables (migrate.ludic) vw: int = -1 # 0.S: the view a function was generated for or written in cm: int = -1 # 0.S: the component a function was generated for or written in } # every node remembers where it was parsed (file + the line of the token the # parser is looking at), so any later diagnostic can point at real source function node(kind: int) -> Node { let n = new Node n.kind = kind n.kids = new []Node n.file = g_parse_file if g_parsing and pi < len(toks) { n.line = toks[pi].line n.pos = toks[pi].pos if g_gen_nodes { n.pos = -1 } # made by the compiler, not read from a file } return n }