ludic/selfhost/frontend/ast.ludic
Orkuncakilkaya 0677aee93f feat(lang): L3 module scope - module, export, friend module
A barrel's 'module NAME' makes its directory a module; a declaration other modules
use says 'export'. Private use from another module is an error naming the module
and where to mark it; 'friend module' sees everything (a test harness); a file in
no module is public and a package keeps its own module. LUDIC_VIS_REPORT=1 lists
every violation instead of stopping, so a codebase can be given its exports first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:52:12 +03:00

100 lines
4.5 KiB
Text

# 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 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
}
# 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 }
return n
}