ludic/selfhost/emit_core.ludic
Orkuncakilkaya e1d7797e29 Phase 6f: let = immutable, var = mutable (binding-only)
Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":

  - `let x = e`  -> immutable binding; a later `x = …` is a compile error
    (`cannot assign to immutable 'x' … use var`).
  - `var x = e`  -> mutable binding, at local OR module scope (position decides
    scope; the keyword decides mutability).
  - `const`      -> unchanged (compile-time).

Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.

Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
  A) add `var` as a local statement + per-local mutability tracking (loc_mut),
     no enforcement;
  B) migrate every reassigned `let` -> `var` across the compiler, runtime and
     examples (337 declarations), driven by a per-function, string/comment-aware
     scan (binding targets only, never `x.f =` / `x[i] =`);
  C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
     golden build (which splices the runtime) then proved zero reassigned `let`
     was missed anywhere.

Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:52:59 +03:00

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# emit_core.ludic — emitter state, type mapping, struct/slice helpers, and the
# module header. Mirrors the pieces of compiler/back/ that this subset needs.
# structs and slices are references, so every non-scalar type lowers to `ptr`.
property Val { code: ptr = ptr_null(), ty: ptr = ptr_null() }
fn val(code: ptr, ty: ptr) -> Val { let v = new Val; v.code = code; v.ty = ty; return v }
var head: Buf # module-level: types, globals, string constants
var code: Buf # function bodies
var falloc: Buf # entry-block allocas for the current function
var ll_t: int = 0 # temp register counter (reset per function)
var ll_lbl: int = 0 # label counter
var ll_str: int = 0 # string-constant counter
# local environment (parallel slices), reset per function
var loc_name: []ptr
var loc_reg: []ptr
var loc_ty: []ptr
var loc_mut: []int # 1 = mutable (var / param / loop-var), 0 = immutable (let)
var nloc: int = 0
# loop targets for break/continue (innermost last)
var brk_lbl: []ptr
var cnt_lbl: []ptr
var nloop: int = 0
var ret_ty: ptr # current function's return type
var g_term: bool = false # did the current block end in a terminator?
var self_stk: []ptr # entity-index slot (ip) per enclosing query, for self()
var nself: int = 0
var mach_stk: []Node # enclosing `machine` nodes, so `become` finds its register
var nmach: int = 0
fn emit(s: ptr) -> void { buf_puts(code, s) }
fn emith(s: ptr) -> void { buf_puts(head, s) }
# stack slots MUST live in the entry block (an alloca in a loop walks the stack
# off its end), so they go into a per-function buffer spliced in at entry.
fn emit_alloca(llt: ptr) -> ptr {
let r = sconcat("%t", itoa(ll_t)); ll_t = ll_t + 1
buf_puts(falloc, " "); buf_puts(falloc, r); buf_puts(falloc, " = alloca "); buf_puts(falloc, llt); buf_puts(falloc, "\n")
return r
}
# "%t<n>" fresh register
fn sconcat(a: ptr, b: ptr) -> ptr {
let la = slen(a); let lb = slen(b)
let out = mem_alloc(la + lb + 1)
var i = 0
while i < la { poke8(out, i, peek8(a, i)); i = i + 1 }
var j = 0
while j < lb { poke8(out, la + j, peek8(b, j)); j = j + 1 }
poke8(out, la + lb, 0)
return out
}
fn nreg() -> ptr { let r = sconcat("%t", itoa(ll_t)); ll_t = ll_t + 1; return r }
fn lbl(pfx: ptr) -> ptr { let r = sconcat(pfx, itoa(ll_lbl)); ll_lbl = ll_lbl + 1; return r }
# Ludic type -> LLVM type. int/bool are i32; everything else (ptr/str/struct/
# slice) is a pointer; void is void.
fn llty(t: ptr) -> ptr {
if streq(t, "int") or streq(t, "bool") or streq(t, "fixed") { return "i32" }
if streq(t, "void") { return "void" }
return "ptr"
}
fn is_slice_ty(t: ptr) -> bool { return peek8(t, 0) == 91 and peek8(t, 1) == 93 } # "[]"
fn slice_elem(t: ptr) -> ptr { return substr(t, 2, slen(t) - 2) }
fn find_arch(name: ptr) -> Node {
var i = 0
while i < len(prog) { let d = prog[i]; if d.kind == N_ARCH and streq(d.s, name) { return d }; i = i + 1 }
return ptr_null()
}
fn find_comp(name: ptr) -> Node {
var i = 0
while i < len(prog) { let d = prog[i]; if d.kind == N_COMP and streq(d.s, name) { return d }; i = i + 1 }
return ptr_null()
}
# every record is a `property` with a %Cmp_ layout of named fields — whether it
# is stored per-entity by the ECS or heap-allocated by `new` is a matter of use.
fn layout_node(name: ptr) -> Node { return find_comp(name) }
fn layout_ty(name: ptr) -> ptr { return sconcat("%Cmp_", name) }
fn field_index(s: Node, fname: ptr) -> int {
var i = 0
while i < len(s.kids) { if streq(s.kids[i].s, fname) { return i }; i = i + 1 }
return 0 - 1
}
fn field_type(s: Node, fname: ptr) -> ptr {
var i = 0
while i < len(s.kids) { if streq(s.kids[i].s, fname) { return s.kids[i].ty }; i = i + 1 }
return "int"
}
# find a global var/const by name
fn find_global(name: ptr) -> Node {
var i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_VAR and streq(d.s, name) { return d }
if d.kind == N_CONST and streq(d.s, name) { return d }
i = i + 1
}
return ptr_null()
}
# `Enum.Variant` -> the variant's ordinal (its index), or -1 if `ename` names no
# enum with that variant. Enum names live in `prog` like any other declaration.
fn enum_ordinal(ename: ptr, vname: ptr) -> int {
var i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_ENUM and streq(d.s, ename) {
var j = 0
while j < len(d.kids) { if streq(d.kids[j].s, vname) { return j }; j = j + 1 }
}
i = i + 1
}
return 0 - 1
}
fn find_fn(name: ptr) -> Node {
var i = 0
while i < len(prog) { let d = prog[i]; if d.kind == N_FN and streq(d.s, name) { return d }; i = i + 1 }
return ptr_null()
}
# @Computed derived fields: a per-property (Prop.field -> expression) registry.
# These are NOT stored in the component layout; `x.field` expands inline to the
# expression with its bare names read as fields of `x`. Populated at parse time.
var g_computed: []Node # each: s = "Prop.field", ty = result type, a = expr
fn register_computed(prop: ptr, field: ptr, ty: ptr, e: Node) -> void {
let cf = node(N_FIELD); cf.s = sconcat(prop, sconcat(".", field)); cf.ty = ty; cf.a = e
push(g_computed, cf)
}
fn computed_expr(prop: ptr, field: ptr) -> Node {
if ptr_is_null(prop) { return ptr_null() }
let key = sconcat(prop, sconcat(".", field))
var i = 0
while i < len(g_computed) { if streq(g_computed[i].s, key) { return g_computed[i].a }; i = i + 1 }
return ptr_null()
}
# best-effort static type of an expression (for computed-field lookup; emits nothing)
fn static_type(e: Node) -> ptr {
if e.kind == E_ID { let li = loc_find(e.s); if li >= 0 { return loc_ty[li] } }
return ptr_null()
}
# @OnSpawn(Model) hooks: a Model -> hook-body registry. Populated at parse time;
# `spawn Model { … }` runs the body with the model's properties bound (like a
# constructor). Spawn statically knows the model, so no runtime dispatch is needed.
var g_onspawn: []Node # each: s = Model name, a = hook body block
fn register_onspawn(model: ptr, body: Node) -> void {
let n = node(N_BLOCK); n.s = model; n.a = body; push(g_onspawn, n)
}
fn onspawn_body(model: ptr) -> Node {
var i = 0
while i < len(g_onspawn) { if streq(g_onspawn[i].s, model) { return g_onspawn[i].a }; i = i + 1 }
return ptr_null()
}
# @OnDespawn(Model): a Model -> hook-body registry. Despawn does not statically
# know an entity's model, so these are emitted as functions and dispatched on the
# entity's kind at each `despawn`. @OnAttach(Property) fires per property-attach.
var g_ondespawn: []Node # each: s = Model name, a = hook body block
var g_onattach: []Node # each: s = Property name, a = hook body block
fn register_ondespawn(model: ptr, body: Node) -> void {
let n = node(N_BLOCK); n.s = model; n.a = body; push(g_ondespawn, n)
}
fn ondespawn_body(model: ptr) -> Node {
var i = 0
while i < len(g_ondespawn) { if streq(g_ondespawn[i].s, model) { return g_ondespawn[i].a }; i = i + 1 }
return ptr_null()
}
fn register_onattach(prop: ptr, body: Node) -> void {
let n = node(N_BLOCK); n.s = prop; n.a = body; push(g_onattach, n)
}
fn onattach_body(prop: ptr) -> Node {
var i = 0
while i < len(g_onattach) { if streq(g_onattach[i].s, prop) { return g_onattach[i].a }; i = i + 1 }
return ptr_null()
}
# @OnEnable(Property) / @OnDisable(Property): run when a property is toggled on an
# entity, with the property bound by name.
var g_onenable: []Node
var g_ondisable: []Node
fn register_onenable(prop: ptr, body: Node) -> void { let n = node(N_BLOCK); n.s = prop; n.a = body; push(g_onenable, n) }
fn register_ondisable(prop: ptr, body: Node) -> void { let n = node(N_BLOCK); n.s = prop; n.a = body; push(g_ondisable, n) }
fn onenable_body(prop: ptr) -> Node {
var i = 0
while i < len(g_onenable) { if streq(g_onenable[i].s, prop) { return g_onenable[i].a }; i = i + 1 }
return ptr_null()
}
fn ondisable_body(prop: ptr) -> Node {
var i = 0
while i < len(g_ondisable) { if streq(g_ondisable[i].s, prop) { return g_ondisable[i].a }; i = i + 1 }
return ptr_null()
}
# is `name` a model (archetype)? — chooses model-vs-handler for a bare enable/disable
fn is_model(name: ptr) -> bool { return find_arch_id(name) > 0 }
# local variable environment
fn loc_reset() -> void { nloc = 0 }
# push a local. Defaults to mutable (params, loop and query bindings are all
# reassignable/rebindable); a `let` binding marks its slot immutable afterward
# via loc_set_mut, so a later `name = …` can be rejected.
fn loc_push(name: ptr, r: ptr, ty: ptr) -> void {
if nloc < len(loc_name) { loc_name[nloc] = name; loc_reg[nloc] = r; loc_ty[nloc] = ty; loc_mut[nloc] = 1 }
else { push(loc_name, name); push(loc_reg, r); push(loc_ty, ty); push(loc_mut, 1) }
nloc = nloc + 1
}
fn loc_set_mut(m: int) -> void { if nloc > 0 { loc_mut[nloc - 1] = m } }
fn loc_find(name: ptr) -> int {
var i = nloc - 1
while i >= 0 { if streq(loc_name[i], name) { return i }; i = i - 1 }
return 0 - 1
}