One `print` instead of two C-style names: `print(x)` writes an int OR a string followed by a newline, dispatching on the operand type (int -> %d, string -> %s). `print(int)` emits byte-identically to the old print_int, so every existing call and every smoke-test output is unchanged. print_str was only ever the raw IR-to-stdout dump in ir_flush (no newline), which is not "printing a line" — so it now uses file_write to a new file_stdout() stream, keeping the emitted IR byte-for-byte identical. That frees `print` to have consistent always-newline semantics. Two reseeds: (A) add print + str + file_stdout keeping the intrinsics; (B) migrate the 61 print_int calls to print, ir_flush to file_write(file_stdout()), and delete print_int/print_str (+ the now-dead @.fmt_str). str(x) (the interpolation converter from 7d) is now also a documented standalone builtin. Vocabulary: print/str/file_stdout in, print_int/print_str out (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md updated. Reseeded (22551 lines); C-free fixpoint holds; goldens identical; 18/18; vocab + doc-fences clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
37 lines
1.7 KiB
Text
37 lines
1.7 KiB
Text
# toggle.ludic — enable/disable at the three ECS scopes, each a plain statement.
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# Disabling never destroys data: a property's values persist in storage, so a
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# later `enable` restores them. Queries already skip a cleared flag, so nothing
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# else in the language needs to know. Running it prints: 6 0 7 1 0
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#
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# disable P on e clears one entity's has-flag (@OnDisable / @OnEnable fire)
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# disable Model flips the model's enabled flag (its entities drop from queries)
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# disable Handler flips the handler's enabled flag (it stops running each phase)
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program Toggles {
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property Health { hp: int = 0, max: int = 100 }
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property Shield { amount: int = 0 }
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model Player { Health, Shield }
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# hooks run at the toggle point with the property's data bound by name
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@OnDisable(Shield) handler Down { print(Shield.amount + 1) } # 5 + 1
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@OnEnable(Shield) handler Up { print(Shield.amount + 2) } # 5 + 2
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handler Seed phase Start { spawn Player { Health { max: 50 }, Shield { amount: 5 } } }
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handler Run phase Render {
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for (e) in query [Player] { disable Shield on self() } # @OnDisable -> 6
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var n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 0 — no live Shield now
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for (e) in query [Player] { enable Shield on self() } # @OnEnable -> 7, data intact
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n = 0
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for (s) in query [Shield] { n += 1 }
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print(n) # 1 — amount is still 5
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disable Player # whole model off
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n = 0
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for (p) in query [Player] { n += 1 }
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print(n) # 0 — model disabled
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quit()
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}
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}
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