- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
37 lines
1.3 KiB
Text
37 lines
1.3 KiB
Text
# ============================================================================
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# qdecl.ludic — a handler whose query lives in a @Queries annotation.
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#
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# @Queries(these: [Battle{hp <= 0 and side == 1}, Pos], on: Foe)
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# handler CleanBattle phase LateUpdate { … }
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#
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# is the same thing as writing `for (Battle, Pos) in query [Battle, Pos, {Foe}]
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# where Battle.hp <= 0 and Battle.side == 1 { … }` around the whole body — the
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# loop header moves into the annotation. Each property binds by name, the body
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# runs once per matching entity, and self() is that entity.
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# ============================================================================
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program QueryDecl {
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property Battle { hp: int = 0, side: int = 0 }
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property Pos { x: int = 0, y: int = 0 }
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model Foe { Battle, Pos }
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handler Seed phase Start {
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spawn Foe { Battle { hp: 3, side: 1 } }
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spawn Foe { Battle { hp: 0, side: 1 } }
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spawn Foe { Battle { hp: -2, side: 0 } }
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}
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# a per-property constraint `Battle{...}` qualifies its bare fields to that
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# property; `on: Foe` adds the {Foe} kind filter.
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@Queries(these: [Battle { hp <= 0 and side == 1 }, Pos], on: Foe)
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handler CleanBattle phase LateUpdate {
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print(Pos.x)
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despawn self()
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}
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@Queries(these: [Battle])
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handler Census phase Render {
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print(Battle.hp)
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}
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handler Bye phase Render { quit() }
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}
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