Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":
- `let x = e` -> immutable binding; a later `x = …` is a compile error
(`cannot assign to immutable 'x' … use var`).
- `var x = e` -> mutable binding, at local OR module scope (position decides
scope; the keyword decides mutability).
- `const` -> unchanged (compile-time).
Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.
Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
A) add `var` as a local statement + per-local mutability tracking (loc_mut),
no enforcement;
B) migrate every reassigned `let` -> `var` across the compiler, runtime and
examples (337 declarations), driven by a per-function, string/comment-aware
scan (binding targets only, never `x.f =` / `x[i] =`);
C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
golden build (which splices the runtime) then proved zero reassigned `let`
was missed anywhere.
Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; 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_int(Shield.amount + 1) } # 5 + 1
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@OnEnable(Shield) handler Up { print_int(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_int(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_int(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_int(n) # 0 — model disabled
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quit()
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}
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}
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