ludic/docs/language/structure/kw-enum.md
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feat(types): tagged-union enums — variant payloads + binding match + exhaustiveness (#56)
Extend `enum` from named int constants to a tagged union: a variant may
carry a payload (`enum Tile { Empty, Wall, Door(int), Portal(int, int) }`).
Such enums box to a heap record (an i32 tag at offset 0, then one 8-byte
slot per payload position); an all-bare enum keeps its zero-cost compile-
time-ordinal representation, byte-for-byte unchanged (every golden render
and the bootstrap fixpoint still hold).

- Parser: variant payload declarations, stored as N_PARAM kids on the
  variant node.
- Construction: by name — `Door(3)`, `Portal(x, y)`, bare `Empty` — resolved
  ahead of the function-call fallback and boxed with the payloads coerced to
  their declared types.
- match: destructures a tagged scrutinee, switching on the tag and binding
  each arm's payload names in a scoped local frame.
- Checking pass: a tagged `match` must be exhaustive (cover every variant or
  end in `_`), and constructor/pattern arities and binding forms are checked
  — all reported where the scrutinee's type is known.

Adds selfhost/tests/enums.ludic to the regression suite and documents the
feature in LANGUAGE.md and the enum/match pages.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 03:07:46 +03:00

62 lines
2.9 KiB
Markdown

---
id: kw-enum
name: enum
category: structure
kind: keyword
tokens: enum
sig: enum Name { A, B, C }
tip: A named set of integer constants — names for a magic-number space.
order: 50
---
An <code>enum</code> gives names to a set of related integer values so a magic-number space — a menu selection, a game mode, a machine state — reads as names instead of bare literals. Variants number themselves from `0` in declaration order, and you access one as `Name.Variant`, which is a compile-time `int` usable anywhere an int is: in `match` patterns, comparisons, and assignments. When every variant is a bare name, an enum value lives in an ordinary `int` or `var` and is saved with it, so a plain `enum` is best understood as a zero-cost naming layer over `int`.
## Tagged unions — variants with payloads
A variant may also carry a **payload**, written as a parenthesized list of types after its name. Doing so turns the whole enum into a *tagged union*: a value is now one of several shapes, each with its own data, and the type remembers which.
```ludic
enum Tile { Empty, Wall, Door(int), Portal(int, int) }
```
You **construct** a variant by name — `Door(3)`, `Portal(x, y)`, or bare `Empty` for a payload-less one — and store or pass it as a value of the enum's type (`let t: Tile = Door(3)`). Each value is a small boxed record: a tag naming the variant, plus its payload.
You take one apart with <code>match</code>, binding the payload names in each arm:
```ludic
function walk_cost(t: Tile) -> int {
match t {
Empty => { return 1 }
Wall => { return 0 }
Door(n) => { return 10 + n } # n is the door's int payload
Portal(x, y) => { return x + y } # both fields bound in this arm
}
}
```
A tagged `match` must be **exhaustive**: it either handles every variant or ends with a `_` catch-all. Leaving a variant out is a compile-time error (`match on Tile is not exhaustive: variant Door is unhandled`), so adding a new variant surfaces every site that must learn about it. Constructor and pattern arities are checked the same way. A plain (all-bare) enum keeps its compile-time-ordinal `Name.Variant` form and is unaffected.
```ludic
program BattleMenu {
enum Action { Attack, Guard, Item, Flee }
var current_action: int = Action.Attack
handler ChooseAction phase Input {
let pressed = Input.key()
if pressed == 'a' { current_action = Action.Attack }
if pressed == 'g' { current_action = Action.Guard }
if pressed == 'f' { current_action = Action.Flee }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
match current_action {
Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
Action.Guard => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
_ => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
}
Screen.show()
}
}
```