ludic/docs/language/structure/kw-enum.md
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feat(types): tagged-union enums — variant payloads + binding match + exhaustiveness (#56)
Extend `enum` from named int constants to a tagged union: a variant may
carry a payload (`enum Tile { Empty, Wall, Door(int), Portal(int, int) }`).
Such enums box to a heap record (an i32 tag at offset 0, then one 8-byte
slot per payload position); an all-bare enum keeps its zero-cost compile-
time-ordinal representation, byte-for-byte unchanged (every golden render
and the bootstrap fixpoint still hold).

- Parser: variant payload declarations, stored as N_PARAM kids on the
  variant node.
- Construction: by name — `Door(3)`, `Portal(x, y)`, bare `Empty` — resolved
  ahead of the function-call fallback and boxed with the payloads coerced to
  their declared types.
- match: destructures a tagged scrutinee, switching on the tag and binding
  each arm's payload names in a scoped local frame.
- Checking pass: a tagged `match` must be exhaustive (cover every variant or
  end in `_`), and constructor/pattern arities and binding forms are checked
  — all reported where the scrutinee's type is known.

Adds selfhost/tests/enums.ludic to the regression suite and documents the
feature in LANGUAGE.md and the enum/match pages.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 03:07:46 +03:00

2.9 KiB

id name category kind tokens sig tip order
kw-enum enum structure keyword enum enum Name { A, B, C } A named set of integer constants — names for a magic-number space. 50

An enum gives names to a set of related integer values so a magic-number space — a menu selection, a game mode, a machine state — reads as names instead of bare literals. Variants number themselves from 0 in declaration order, and you access one as Name.Variant, which is a compile-time int usable anywhere an int is: in match patterns, comparisons, and assignments. When every variant is a bare name, an enum value lives in an ordinary int or var and is saved with it, so a plain enum is best understood as a zero-cost naming layer over int.

Tagged unions — variants with payloads

A variant may also carry a payload, written as a parenthesized list of types after its name. Doing so turns the whole enum into a tagged union: a value is now one of several shapes, each with its own data, and the type remembers which.

enum Tile { Empty, Wall, Door(int), Portal(int, int) }

You construct a variant by name — Door(3), Portal(x, y), or bare Empty for a payload-less one — and store or pass it as a value of the enum's type (let t: Tile = Door(3)). Each value is a small boxed record: a tag naming the variant, plus its payload.

You take one apart with match, binding the payload names in each arm:

function walk_cost(t: Tile) -> int {
  match t {
    Empty        => { return 1 }
    Wall         => { return 0 }
    Door(n)      => { return 10 + n }   # n is the door's int payload
    Portal(x, y) => { return x + y }    # both fields bound in this arm
  }
}

A tagged match must be exhaustive: it either handles every variant or ends with a _ catch-all. Leaving a variant out is a compile-time error (match on Tile is not exhaustive: variant Door is unhandled), so adding a new variant surfaces every site that must learn about it. Constructor and pattern arities are checked the same way. A plain (all-bare) enum keeps its compile-time-ordinal Name.Variant form and is unaffected.

program BattleMenu {
  enum Action { Attack, Guard, Item, Flee }

  var current_action: int = Action.Attack

  handler ChooseAction phase Input {
    let pressed = Input.key()
    if pressed == 'a' { current_action = Action.Attack }
    if pressed == 'g' { current_action = Action.Guard }
    if pressed == 'f' { current_action = Action.Flee }
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    match current_action {
      Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
      Action.Guard  => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
      _             => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
    }
    Screen.show()
  }
}