A game's exported UiAct collided with ludic.ui's, which nothing outside ludic.ui uses: it is private to ludic.ui now, and a private record of one spelling in two modules never clashed. A real clash - a type named like one a package exports - is still refused, and the message names the package and the way out (`ludic_ui exports it, and exported names are one namespace - rename this one, or declare it without export inside a module of your own`). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
74 lines
2.2 KiB
Text
74 lines
2.2 KiB
Text
# act.ludic - what a press does: `buy(i)` asks the view, `set pick = i` changes a state, and
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# `emit picked` runs what the component's user said with on-picked. Several are `;` apart. A call
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# of a function named set or emit (`set(4)`, a component's `on set(v)`) is a call.
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const A_CALL: int = 0
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const A_SET: int = 1
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const A_EMIT: int = 2
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property UiAct {
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kinds: []int = null
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names: []string = null
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exprs: []UiExpr = null
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}
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function act_parse(src: string, err: []string) -> UiAct {
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let a = new UiAct
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a.kinds = new []int
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a.names = new []string
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a.exprs = new []UiExpr
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let r = new UiRd
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r.s = src
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while r.err == "" {
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rd_ws(r)
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if r.i >= len(r.s) { break }
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if act_keyword(r, "set") {
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push(a.kinds, A_SET)
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push(a.names, rd_name(r))
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if not rd_op(r, "=") { rd_fail(r, "'='") }
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push(a.exprs, px_cond(r))
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} else if act_keyword(r, "emit") {
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push(a.kinds, A_EMIT)
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push(a.names, rd_name(r))
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push(a.exprs, null)
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} else {
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push(a.kinds, A_CALL)
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push(a.names, "")
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push(a.exprs, px_cond(r))
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}
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if not rd_op(r, ";") { break }
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}
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rd_ws(r)
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if r.err == "" and r.i < len(r.s) { rd_fail(r, "';' or the end") }
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if r.err != "" { push(err, r.err) }
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return a
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}
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# `set` or `emit` as the action's first word - not a function of that name, as in `set(4)`
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function act_keyword(r: UiRd, word: string) -> bool {
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let at = r.i
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if not rd_word(r, word) { return false }
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rd_ws(r)
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if r.i < len(r.s) and r.s[r.i] == 40 {
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r.i = at
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return false
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}
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return true
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}
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function act_run(ui_st: mut UiState, a: UiAct, e: UiEnv) -> void {
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for i in 0 .. len(a.kinds) {
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if a.kinds[i] == A_SET { env_set(ui_st, e, a.names[i], ui_eval(ui_st, a.exprs[i], e)) }
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if a.kinds[i] == A_CALL { ui_eval(ui_st, a.exprs[i], e) }
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if a.kinds[i] == A_EMIT { act_emit(ui_st, a.names[i], e) }
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}
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}
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function act_emit(ui_st: mut UiState, name: string, e: UiEnv) -> void {
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var at = e
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while at != null {
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if at.on_names != null {
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for i in 0 .. len(at.on_names) {
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if at.on_names[i] == name {
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act_run(ui_st, at.on_acts[i], at.on_envs[i])
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return
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}
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}
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}
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at = at.parent
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}
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}
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