game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
68 lines
2.8 KiB
Text
68 lines
2.8 KiB
Text
# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
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# from its declared defaults plus any per-spawn overrides.
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fn emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
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let me = itoa(MAX_ENT)
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let c = find_comp(comp)
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if ptr_is_null(c) { perr(sconcat("spawn: unknown property ", comp)) }
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
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emit(" store i8 1, ptr "); emit(hp); emit("\n")
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let slot = nreg()
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emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(comp); emit("], ptr @S_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
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# defaults
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let f = 0
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while f < len(c.kids) {
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let fd = c.kids[f]
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
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let lt = llty(fd.ty)
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let v = "0"
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if streq(lt, "ptr") { v = "null" }
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if not ptr_is_null(fd.a) { let dv = emit_expr(fd.a); v = dv.code }
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emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n")
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f = f + 1
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}
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# per-spawn overrides
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if not ptr_is_null(rec) {
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let j = 0
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while j < len(rec.kids) {
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let fi = rec.kids[j]
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let fidx = field_index(c, fi.s)
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if fidx >= 0 {
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(fidx)); emit("\n")
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let dv = emit_expr(fi.a)
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emit(" store "); emit(llty(field_type(c, fi.s))); emit(" "); emit(dv.code); emit(", ptr "); emit(addr); emit("\n")
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}
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j = j + 1
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}
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}
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}
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fn emit_spawn(st: Node) -> void {
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let e = emit_bind("call i32 @L_alloc()")
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let ak = find_arch_id(st.s)
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if ak > 0 {
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let me = itoa(MAX_ENT)
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(e); emit("\n")
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emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
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let arch = find_arch(st.s)
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let c = 0
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while c < len(arch.kids) {
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let cn = arch.kids[c].s
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let rec = ptr_null()
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let i = 0
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while i < len(st.kids) { if streq(st.kids[i].s, cn) { rec = st.kids[i].a }; i = i + 1 }
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emit_init_component(e, cn, rec)
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c = c + 1
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}
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} else {
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let i = 0
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while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i = i + 1 }
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}
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}
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fn emit_despawn(st: Node) -> void {
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let v = emit_expr(st.a)
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emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
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}
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