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
1.3 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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