ludic/tools/editors
Orkuncakilkaya e3e1bc7784 fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync
- ludic-fmt: `rows[i]`, `new []int`, `s[a..b]`, `emit(`, `~x`, list-literal
  and query-tag braces stay tight; member calls hug their paren
  (`Date.new(`, `Prefab.spawn(`); `<< >> & | ^ ~` are operators and
  `&& ||` are not — mirrored in ludic_syntax.h, LudicLexer.kt and the
  TextMate grammar. 149 of 274 tracked sources failed --check before.
- ludic-lsp: `initializationOptions.compilerDiagnostics` / `compilerPath`
  are honoured — on save the document's compilation unit is compiled and
  `file:line: error: msg` is published as a "ludicc" diagnostic (the
  option had been documented but never implemented); the workspace scan
  file is per process; bracket codes spelled as char literals
- Overlay added to LUDIC_PHASES, LudicTokens.kt, ludic-mode.el and the
  grammar (the game uses it; check-vocabulary flagged the drift)
- editors: VS Code snippets/package.json/extension.js (`${workspaceFolder}`
  and `~` expansion, PATH lookup, Apache-2.0, real repo URL), Neovim root
  markers, Helix/Zed/Sublime bin/ paths, Emacs vocabulary, JetBrains
  comments; tools/editors/README.md no longer describes C tooling
- .forgejo workflows clone `${{ github.server_url }}/${{ github.repository }}`
  so a fork or mirror tests itself; the docs publish pushes the same way

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +03:00
..
emacs fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
helix fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
jetbrains fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
neovim/lua fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
shared fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
sublime fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
vscode fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
zed fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00
README.md fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync 2026-09-05 01:12:26 +03:00

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

Build it

bin/x tools

Produces bin/ludic-fmt and bin/ludic-lsp. Add --install to symlink both into ~/.local/bin, --test to run bin/x 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/. npm install && npx @vscode/vsce package, then install the .vsix. Finds the binaries under bin/ on its own.

  • 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/.

  • Helix — merge helix/languages.toml into your config.

  • Emacs — emacs/ludic-mode.el; eglot is wired up in one line.

  • Sublime — sublime/README.md; the TextMate grammar loads as-is.

  • Zed — zed/README.md; LSP-only, no grammar to build.

  • Anything else that speaks LSP:

    command: bin/ludic-lsp --stdio
    languages: ludic, markdown
    initializationOptions: { "compilerPath": "bin/ludicc", "compilerDiagnostics": true, "indentSize": 2 }
    

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:

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

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/x 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/x 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/x check-vocabulary (written in Ludic) compares all five, and bin/x test-tools runs it.

When you add a keyword or builtin: put it in ludic_syntax.h, then run bin/x test-tools and let it tell you which copies still need it.