# Ludic in your editor Everything here is built on one idea: **write the language knowledge once, in Ludic, and let every editor talk to it.** There is one vocabulary, one formatter and one language server. VS Code and JetBrains get first-class plugins because those are the two that were asked for; every other editor gets the same capabilities by pointing at the same binary. ``` tools/ludic-tools/ the actual language knowledge, in Ludic ludic_syntax.h the vocabulary tables (keywords, operators, builtins) that the formatter, the server and the vocabulary check all read — the source of truth fmt.ludic -> bin/ludic-fmt token-based, comment-preserving formatter lsp.ludic -> bin/ludic-lsp the language server (LSP 3.17) tools/editors/ shared/ TextMate grammar + Markdown injection + language config vscode/ VS Code extension jetbrains/ IntelliJ Platform plugin (Community editions included) neovim/ helix/ emacs/ sublime/ zed/ configuration, no plugin needed ``` ## Getting the server An installed toolchain already has it: `curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh` puts `ludic-lsp` and `ludic-fmt` in `~/.ludic/bin`, on your `PATH`, and `ludic lsp` runs the server on stdio — that is what an editor should spawn, since it needs no path configuration. From a checkout, build them with: ```bash bin/ludic-dev tools ``` Produces `bin/ludic-fmt` and `bin/ludic-lsp`. Add `--install` to symlink both into `~/.local/bin`, `--test` to run `bin/ludic-dev test-tools` afterwards. ## What you get, in any editor | Feature | How | |---|---| | Syntax highlighting | LSP semantic tokens, or the TextMate grammar with no server at all | | Diagnostics | structural errors as you type; `ludicc`'s own errors on save | | Completion | context-aware — see below | | Hover | signature + docs for builtins, intrinsics, and everything you declared | | Go to definition, find usages, rename | across the whole compilation unit, following `import` — by resolving each occurrence, not by matching text, so renaming a component's `x` leaves every other `x` alone | | Formatting | whole-file, comment-preserving, idempotent | | Outline, folding, inlay hints, signature help, document links | | | ` ```ludic ` in Markdown | highlighted, checked and formatted | Completion knows where the caret is: fields after `.`, components inside `query [...]` and after `spawn`, phase names after `phase`, scene names after `enter`, widget types and props inside a `ui` block, types after `:` and `->`, and otherwise keywords, builtins, and everything in scope. ## Per-editor setup - **VS Code** — [`vscode/`](vscode/). `npm install && npx @vscode/vsce package`, then install the `.vsix`. Finds the binaries under `bin/` on its own. - **JetBrains** — [`jetbrains/`](jetbrains/). `./gradlew buildPlugin`, then install the zip from disk. Uses LSP4IJ rather than the paid-IDE LSP API, so it works in Community editions too. - **Neovim** — `require('ludic').setup()` from [`neovim/`](neovim/lua/ludic.lua). - **Helix** — merge [`helix/languages.toml`](helix/languages.toml) into your config. - **Emacs** — [`emacs/ludic-mode.el`](emacs/ludic-mode.el); eglot is wired up in one line. - **Sublime** — [`sublime/README.md`](sublime/README.md); the TextMate grammar loads as-is. - **Zed** — [`zed/README.md`](zed/README.md); LSP-only, no grammar to build. - **Anything else** that speaks LSP: ``` command: ludic lsp languages: ludic, markdown initializationOptions: { "compilerDiagnostics": true, "indentSize": 2 } ``` (`ludic lsp` is on `PATH` after an install; from a checkout it is `bin/ludic lsp`, and the server finds `ludicc` next to itself.) ## Markdown Markdown fenced-code highlighting is not one standard — it is three mechanisms, and this ships all three so that a ` ```ludic ` block works wherever you write prose: 1. **TextMate injection** (`shared/ludic.markdown-injection.json`) — what VS Code, Sublime and other TextMate-based editors use. It is a plain grammar file with an `injectionSelector`, so it is portable rather than VS Code-specific. 2. **Language-ID resolution** — JetBrains' Markdown support matches a fence's info string against registered language IDs, so the plugin registering as `Ludic` is all that is needed; no Markdown-specific code exists in the plugin. 3. **The language server** — `ludic-lsp` accepts Markdown documents directly. It copies the buffer, blanks every byte outside a ` ```ludic ` fence, and analyses the result; offsets still line up with the real file, so semantic highlighting, hover, completion and go-to-definition all work inside fences with no editor-side support at all. This is the fallback that works even where the other two do not. It reports **no diagnostics** in Markdown, deliberately. A fence is a snippet — an elision mark, or a body shown without its enclosing `game` block — so nearly every error found there would be the documentation doing its job. `ludic-fmt --check` still keeps the fences formatted, which is the part of "is this doc correct" that can be answered without guessing. The formatter handles Markdown too, which keeps documentation honest: ```bash bin/ludic-fmt --check LANGUAGE.md README.md # CI: fail if a fence is unformatted bin/ludic-fmt -w LANGUAGE.md # reformat the fences, leave the prose ``` ## Keeping a tree formatted ```bash ln -sf ../../tools/git-hooks/pre-commit .git/hooks/pre-commit ``` The hook runs `ludic-fmt --check` over the staged `.ludic` and `.md` files only, and does nothing at all when `bin/ludic-fmt` has not been built — so it never blocks a commit on a machine that has not run `bin/ludic-dev tools`. ## Why the formatter is not `ludicc --fmt` The compiler has a canonical printer, and it is the right tool for seeing what the compiler parsed. It is the wrong tool for an editor: it walks the AST *after* import splicing, so it drops every comment and inlines every imported file into whichever file you pointed it at. Running it as format-on-save on `chronorift/combat.ludic` would replace that file with the whole game. `ludic-fmt` works on the token stream instead. Nothing is dropped or reordered — every token is re-emitted in order, and the only freedom taken is the whitespace between them. Lines are re-indented and respaced but never joined or split, so you keep control of line structure. Two carve-outs keep the output idiomatic rather than merely uniform, because both spellings are what the language documents and uses: - runs of two or more spaces are preserved, so hand-aligned columns (`const R_DIR: int = 0 # 0 up`) survive a save; - `id=Root` inside a `ui` block and `{Enemy}` inside a query stay tight. `bin/ludic-dev test-tools` checks the property that matters: formatting every file in the tree and re-running the *compiler's* canonical dump produces byte-identical output. The formatter cannot change what a program means. ## Keeping it honest The vocabulary is written down in five places that cannot include each other — the compiler's two tables, `ludic_syntax.h`, the TextMate grammar (JSON), and the JetBrains lexer (Kotlin). Adding a builtin and forgetting the rest is silent failure, so `bin/ludic-dev check-vocabulary` (written in Ludic) compares all five, and `bin/ludic-dev test-tools` runs it. When you add a keyword or builtin: put it in `ludic_syntax.h`, then run `bin/ludic-dev test-tools` and let it tell you which copies still need it.