A fallible function returns a `result` value, built with ok(payload) on success
or err(message) on failure. The caller recovers a value with `try EXPR else {
… }`: on ok the whole expression is the payload; on err the else block runs —
with the failure message bound to `error` — and its trailing expression supplies
the fallback. It is a plain branch on the result's tag: no exceptions, no hidden
control flow, nothing unwinds. is_ok(r) / is_err(r) classify without unwrapping.
Payloads are any i32-width scalar (int/fixed/bool/entity). The feature is
additive and only kicks in when ok/err/try are used, so untouched programs
compile byte-identically (verified) and the C-free bootstrap fixpoint holds.
Complements panic/assert from #8 (the unrecoverable half). The optional
top-level frame `recover` stays deferred (needs a frame-abort mechanism); the
full tagged-union/any generalization is tracked in #1.
Adds the `try` keyword and ok/err/is_ok/is_err builtins across the compiler,
the vocabulary header, JetBrains + TextMate/VSCode grammars, the docs inventory
and pages, examples/library/recover.ludic, and a regression case.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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|---|---|---|
| .. | ||
| icons | ||
| snippets | ||
| src | ||
| syntaxes | ||
| .vscodeignore | ||
| language-configuration.json | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
Ludic for VS Code
Syntax highlighting, formatting, and full language-server support for Ludic,
the AI-first, ECS-native game language. See LANGUAGE.md in the Ludic repository
for the language reference.
What you get
| Source | |
|---|---|
| Syntax highlighting | TextMate grammar, works with no build |
| Semantic highlighting | ludic-lsp — real name resolution, so a component reads differently from a local |
| Diagnostics | structural errors as you type; ludicc's own errors on save |
| Completion | context-aware: fields after ., components inside query [...], phases after phase, widgets inside ui |
| Hover | signatures and docs for builtins, intrinsics, and everything you declared |
| Go to definition / references / rename | across every file in the compilation unit, following import |
| Formatting | format-on-save, comment-preserving |
| Outline, folding, inlay hints, signature help | |
```ludic fences in Markdown |
highlighted, checked, and formatted |
Setup
Build the toolchain once, from the repository root:
bin/x tools
That produces bin/ludic-lsp and bin/ludic-fmt, which the extension finds
on its own. If you keep them elsewhere, set ludic.server.path.
Format on save:
"[ludic]": { "editor.formatOnSave": true }
Settings
ludic.server.path— whereludic-lsplives. Empty = searchbin/, thenPATH.ludic.server.enabled— turn the server off and keep only static highlighting.ludic.compilerPath— whereludicclives, for on-save diagnostics.ludic.compilerDiagnostics— whether to run the compiler at all.ludic.indentSize— spaces per level for the formatter.ludic.trace.server— log LSP traffic (Ludic: Show Language Server Log).
Installing without publishing
cd tools/editors/vscode
npm install
npx @vscode/vsce package
code --install-extension ludic-1.0.0.vsix