ludic/tools/editors
Orkuncakilkaya 70ab79a4e9 Phase 7b: null literal + x == null (retire ptr_null/ptr_is_null)
`null` is now a real pointer literal and null-tests are comparisons, instead of
`ptr_null()` and `ptr_is_null(x)`:

  ptr_null()          -> null
  ptr_is_null(x)      -> (x == null)
  not ptr_is_null(x)  -> (x != null)

Mechanics: a new E_NULL primary (`null`, like true/false) lowers to the `null`
pointer; emit_bin's comparison path now picks `ptr` vs `i32` from operand type
(via llty), so `==`/`!=` work on any pointer/record/slice. The two intrinsics are
deleted.

Two reseeds: (A) add the literal + ptr comparison keeping the intrinsics; (B)
migrate all 182 call sites (compiler + runtime, via a balanced-paren script that
skips string-literal args and rewrites `not ptr_is_null` to `!= null`) and delete
the intrinsics. Node/Val/Buf/Tok field defaults now read `ptr = null`.

Vocabulary drops the two from LUDIC_INTRINSICS; `null` joins true/false as a
language constant (grammar + ludic_syntax.h). LANGUAGE.md notes the literal.
Reseeded (21664 lines); C-free fixpoint holds; goldens identical; 17/17; vocab +
doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 00:50:21 +03:00
..
emacs Phase 6a: rename core vocabulary (game/main/component/archetype/system) 2026-08-27 18:22:13 +03:00
helix Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
jetbrains Phase 7b: null literal + x == null (retire ptr_null/ptr_is_null) 2026-08-28 00:50:21 +03:00
neovim/lua Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
shared Phase 7b: null literal + x == null (retire ptr_null/ptr_is_null) 2026-08-28 00:50:21 +03:00
sublime Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
vscode Phase 7b: null literal + x == null (retire ptr_null/ptr_is_null) 2026-08-28 00:50:21 +03:00
zed Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
README.md Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00

Ludic in your editor

Everything here is built on one idea: write the language knowledge once, in C, and let every editor talk to it. There is one lexer, one vocabulary, one formatter and one language server. VS Code and JetBrains get first-class plugins because those are the two that were asked for; every other editor gets the same capabilities by pointing at the same binary.

tools/ludic-tools/            the actual language knowledge, in C, no dependencies
  ludic_syntax.h              lexer + the vocabulary — the source of truth
  ludic_fmt.h                 comment-preserving formatter
  ludic_index.h               error-tolerant reader: declarations, bindings, scopes
  ludic_workspace.h           multi-file model: imports, compilation units, Markdown
  ludic_json.h                just enough JSON for LSP
  ludic_fmt_main.c            -> build/ludic-fmt
  ludic_lsp.c                 -> build/ludic-lsp

tools/editors/
  shared/                     TextMate grammar + Markdown injection + language config
  vscode/                     VS Code extension
  jetbrains/                  IntelliJ Platform plugin (Community editions included)
  neovim/ helix/ emacs/ sublime/ zed/     configuration, no plugin needed

Build it

./tools/build-tools.sh

Produces build/ludic-fmt and build/ludic-lsp. Add --install to symlink both into ~/.local/bin, --test to run tools/test-tools.sh afterwards.

What you get, in any editor

Feature How
Syntax highlighting LSP semantic tokens, or the TextMate grammar with no server at all
Diagnostics structural errors as you type; ludicc's own errors on save
Completion context-aware — see below
Hover signature + docs for builtins, intrinsics, and everything you declared
Go to definition, find usages, rename across the whole compilation unit, following import — by resolving each occurrence, not by matching text, so renaming a component's x leaves every other x alone
Formatting whole-file, comment-preserving, idempotent
Outline, folding, inlay hints, signature help, document links
```ludic in Markdown highlighted, checked and formatted

Completion knows where the caret is: fields after ., components inside query [...] and after spawn, phase names after phase, scene names after enter, widget types and props inside a ui block, types after : and ->, and otherwise keywords, builtins, and everything in scope.

Per-editor setup

  • VS Code — vscode/. npm install && npx @vscode/vsce package, then install the .vsix. Finds the binaries under build/ on its own.

  • JetBrains — jetbrains/. ./gradlew buildPlugin, then install the zip from disk. Uses LSP4IJ rather than the paid-IDE LSP API, so it works in Community editions too.

  • Neovim — require('ludic').setup() from neovim/.

  • Helix — merge helix/languages.toml into your config.

  • Emacs — emacs/ludic-mode.el; eglot is wired up in one line.

  • Sublime — sublime/README.md; the TextMate grammar loads as-is.

  • Zed — zed/README.md; LSP-only, no grammar to build.

  • Anything else that speaks LSP:

    command: build/ludic-lsp --stdio
    languages: ludic, markdown
    initializationOptions: { "compilerPath": "build/ludicc", "compilerDiagnostics": true, "indentSize": 2 }
    

Markdown

Markdown fenced-code highlighting is not one standard — it is three mechanisms, and this ships all three so that a ```ludic block works wherever you write prose:

  1. TextMate injection (shared/ludic.markdown-injection.json) — what VS Code, Sublime and other TextMate-based editors use. It is a plain grammar file with an injectionSelector, so it is portable rather than VS Code-specific.

  2. Language-ID resolution — JetBrains' Markdown support matches a fence's info string against registered language IDs, so the plugin registering as Ludic is all that is needed; no Markdown-specific code exists in the plugin.

  3. The language server — ludic-lsp accepts Markdown documents directly. It copies the buffer, blanks every byte outside a ```ludic fence, and analyses the result; offsets still line up with the real file, so semantic highlighting, hover, completion and go-to-definition all work inside fences with no editor-side support at all. This is the fallback that works even where the other two do not.

    It reports no diagnostics in Markdown, deliberately. A fence is a snippet — an elision mark, or a body shown without its enclosing game block — so nearly every error found there would be the documentation doing its job. ludic-fmt --check still keeps the fences formatted, which is the part of "is this doc correct" that can be answered without guessing.

The formatter handles Markdown too, which keeps documentation honest:

build/ludic-fmt --check LANGUAGE.md README.md     # CI: fail if a fence is unformatted
build/ludic-fmt -w LANGUAGE.md                    # reformat the fences, leave the prose

Keeping a tree formatted

ln -sf ../../tools/git-hooks/pre-commit .git/hooks/pre-commit

The hook runs ludic-fmt --check over the staged .ludic and .md files only, and does nothing at all when build/ludic-fmt has not been built — so it never blocks a commit on a machine that has not run build-tools.sh.

Why the formatter is not ludicc --fmt

The compiler has a canonical printer, and it is the right tool for seeing what the compiler parsed. It is the wrong tool for an editor: it walks the AST after import splicing, so it drops every comment and inlines every imported file into whichever file you pointed it at. Running it as format-on-save on chronorift/combat.ludic would replace that file with the whole game.

ludic-fmt works on the token stream instead. Nothing is dropped or reordered — every token is re-emitted in order, and the only freedom taken is the whitespace between them. Lines are re-indented and respaced but never joined or split, so you keep control of line structure.

Two carve-outs keep the output idiomatic rather than merely uniform, because both spellings are what the language documents and uses:

  • runs of two or more spaces are preserved, so hand-aligned columns (const R_DIR: int = 0 # 0 up) survive a save;
  • id=Root inside a ui block and {Enemy} inside a query stay tight.

tools/test-tools.sh checks the property that matters: formatting every file in the tree and re-running the compiler's canonical dump produces byte-identical output. The formatter cannot change what a program means.

Keeping it honest

The vocabulary is written down in five places that cannot include each other — the compiler's two tables, ludic_syntax.h, the TextMate grammar (JSON), and the JetBrains lexer (Kotlin). Adding a builtin and forgetting the rest is silent failure, so tools/check-vocabulary.py compares all five and tools/test-tools.sh runs it.

When you add a keyword or builtin: put it in ludic_syntax.h, then run ./tools/test-tools.sh and let it tell you which copies still need it.