Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2): 156 namespace methods across Math, Text, List, Ease, Collide, World, Net, Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time. All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds). Compiler (selfhost/): - Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude — bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/ move_toward/smoothstep/lerp/remap/sign/floor/ceil/round. - Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace, and the libc-backed queries. - List.* (complete): insert/remove_at/remove/sort plus the earlier ops. - Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/ circles/rect_circle). - Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte- identical IR) and Mem.* (bytes/words/copy/fill/peek/poke). - Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new runtime primitives; sprite/sprite_scaled aliases), Color.* functions, Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new game-loop frame counter). - Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed. Docs & tooling: - 129 new per-symbol doc pages; gen.py made data-driven (namespaces discovered from the docs, no hardcoded list); new check-impl.py enforces that every implemented namespace method / keyword / type / phase has a doc page, wired into `x test-tools`. Document the previously-undocumented keywords (break/continue/where/entry/new/public + and/or/not tokens). - LSP: namespaced signature help (ns_method_sig) covering every namespace. Tests: 12 new self-host/regression tests + a golden render for the drawing primitives. All suites green (selfhost 21, regression 45, tools 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.5 KiB
Text
38 lines
1.5 KiB
Text
# reason.ludic — LC1 reason-carrying teardown. One @OnDespawn hook, but it knows
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# *why* the entity is ending: `reason: r` binds an EndReason the compiler passes
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# at each teardown site. An in-world `despawn` passes EndReason.Despawned; program
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# shutdown passes EndReason.Quit (every still-live entity's hook fires at exit — no
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# silent deaths). The body branches on the reason, exactly as Unreal's
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# EndPlay(reason) / Erlang's terminate(Reason) do.
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#
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# Running it prints: 503 1009
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# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
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# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
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#
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# bin/x game-build bin/ludicc examples/reason.ludic /tmp/reason
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# /tmp/reason </dev/null
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program Reasons {
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property Health { hp: int = 0 }
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property Loot { gold: int = 0 }
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model Enemy { Health, Loot }
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@OnDespawn(Enemy, reason: r) handler Clean {
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match r {
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EndReason.Quit => { print(Health.hp + 1000) } # app closing — don't bother dropping loot
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_ => { print(Loot.gold + 500) } # died in-world — drop the loot
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}
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}
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handler Seed phase Start {
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spawn Enemy { Health { hp: 7 }, Loot { gold: 3 } } # A
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spawn Enemy { Health { hp: 9 }, Loot { gold: 4 } } # B
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}
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handler Run phase Render {
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var first = 0
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for (e) in query [Health] {
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if first == 0 { despawn self(); first = 1 } # despawn A -> Despawned -> 3 + 500 = 503
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}
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quit() # B survives -> Quit -> 9 + 1000 = 1009
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}
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}
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