ludic/examples/reason.ludic
Orkuncakilkaya a38195128f feat(stdlib): namespaced standard library (issue #2)
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>
2026-08-30 00:26:19 +03:00

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# reason.ludic — LC1 reason-carrying teardown. One @OnDespawn hook, but it knows
# *why* the entity is ending: `reason: r` binds an EndReason the compiler passes
# at each teardown site. An in-world `despawn` passes EndReason.Despawned; program
# shutdown passes EndReason.Quit (every still-live entity's hook fires at exit — no
# silent deaths). The body branches on the reason, exactly as Unreal's
# EndPlay(reason) / Erlang's terminate(Reason) do.
#
# Running it prints: 503 1009
# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
#
# bin/x game-build bin/ludicc examples/reason.ludic /tmp/reason
# /tmp/reason </dev/null
program Reasons {
property Health { hp: int = 0 }
property Loot { gold: int = 0 }
model Enemy { Health, Loot }
@OnDespawn(Enemy, reason: r) handler Clean {
match r {
EndReason.Quit => { print(Health.hp + 1000) } # app closing — don't bother dropping loot
_ => { print(Loot.gold + 500) } # died in-world — drop the loot
}
}
handler Seed phase Start {
spawn Enemy { Health { hp: 7 }, Loot { gold: 3 } } # A
spawn Enemy { Health { hp: 9 }, Loot { gold: 4 } } # B
}
handler Run phase Render {
var first = 0
for (e) in query [Health] {
if first == 0 { despawn self(); first = 1 } # despawn A -> Despawned -> 3 + 500 = 503
}
quit() # B survives -> Quit -> 9 + 1000 = 1009
}
}