ludic/examples/lang/qdecl.ludic
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
  slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
  fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
  int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
  `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
  and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
  Node.file + Node.line set by node()); tok_desc() in expectation errors;
  duplicate `function` names and unknown `phase` names are reported in
  source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
  `is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
  (docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
  Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:16 +03:00

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# ============================================================================
# qdecl.ludic — a handler whose query lives in a @Queries annotation.
#
# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
# handler CleanBattle phase LateUpdate { … }
#
# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
# loop header moves into the annotation. Each property binds by name, the body
# runs once per matching entity, and self() is that entity.
# ============================================================================
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
property Pos { x: int = 0, y: int = 0 }
model Foe { Battle, Pos }
handler Seed phase Start {
spawn Foe { Battle { hp: 3, side: 1 } }
spawn Foe { Battle { hp: 0, side: 1 } }
spawn Foe { Battle { hp: -2, side: 0 } }
}
# a per-property constraint `Battle{...}` qualifies its bare fields to that
# property; `on: Foe` adds the {Foe} kind filter.
@Queries(these: [Battle { hp <= 0 and side == 1 }, Pos], on: Foe)
handler CleanBattle phase LateUpdate {
print(Pos.x)
despawn self()
}
@Queries(these: [Battle])
handler Census phase Render {
print(Battle.hp)
}
handler Bye phase Render { quit() }
}