ludic/examples/lang/reason.ludic
Orkuncakilkaya e175619543 refactor(cli)!: split the contributor tool out of the ludic CLI
`ludic help` ended with a section titled "contributing to the toolchain itself",
listing bootstrap, reseed, docs-gen and release tasks. None of that is available
to someone who installed the language — those tasks need the repository — so the
shipped tool was advertising work its user cannot do, in a namespace they have to
read past to find `new` and `run`.

The tasks move to a second program, dev.ludic -> bin/ludic-dev, built from a
checkout and excluded from every release artifact. `ludic` keeps the project and
package commands and nothing else; `ludic dev …` now explains where the tasks
went instead of failing as an unknown command.

What this shook out: the two programs share prelude/build/project/pkg, so the
helpers each had accreted in whichever file first needed them — cc(),
ensure_ludicc, the string functions, title_case, cmd_version — moved to where
both can see them. The argument-shift indirection added for the `dev` namespace
is gone with the namespace, so commands read argv directly again.

`ludic-dev test` asserts the split rather than trusting it: the staged install
must build a project, and `ludic dev build` there must fail while naming
ludic-dev. install.sh keeps building older tags, whose bootstrap goes through
main.ludic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 23:15:12 +03:00

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# reason.ludic — LC1 reason-carrying teardown. One @OnDespawn hook, but it knows
# *why* the entity is ending: `reason: r` binds an EndReason the compiler passes
# at each teardown site. An in-world `despawn` passes EndReason.Despawned; program
# shutdown passes EndReason.Quit (every still-live entity's hook fires at exit — no
# silent deaths). The body branches on the reason, exactly as Unreal's
# EndPlay(reason) / Erlang's terminate(Reason) do.
#
# Running it prints: 503 1009
# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
#
# bin/ludic-dev game-build bin/ludicc examples/lang/reason.ludic /tmp/reason
# /tmp/reason </dev/null
program Reasons {
property Health { hp: int = 0 }
property Loot { gold: int = 0 }
model Enemy { Health, Loot }
@OnDespawn(Enemy, reason: r) handler Clean {
match r {
EndReason.Quit => { print(Health.hp + 1000) } # app closing — don't bother dropping loot
_ => { print(Loot.gold + 500) } # died in-world — drop the loot
}
}
handler Seed phase Start {
spawn Enemy { Health { hp: 7 }, Loot { gold: 3 } } # A
spawn Enemy { Health { hp: 9 }, Loot { gold: 4 } } # B
}
handler Run phase Render {
var first = 0
for (e) in query [Health] {
if first == 0 { despawn self(); first = 1 } # despawn A -> Despawned -> 3 + 500 = 503
}
quit() # B survives -> Quit -> 9 + 1000 = 1009
}
}