Completes the half of #24 that was explicitly deferred as blocked: entity-space
queries to sit alongside the grid-space Grid.*/pathfinding that shipped in
07e5a20. Query.* answers questions about the live entities that carry a
property, built directly on the EV2 reflection ABI (world_query_next/world_get):
- Query.count(prop) -> int how many live entities carry prop
- Query.first(prop) -> int the lowest-id bearer, or -1
- Query.nearest(prop, pos, xf, yf, x, y) the bearer closest to (x,y), or -1
- Query.within(prop, pos, x, y, r, xf, yf) -> []int every bearer within r
prop is a property id (World.prop_id); the spatial forms read a position from a
coordinate property `pos` at two int field ids (World.field_id), so `prop` can be
a discriminating tag distinct from the position component ("nearest Enemy"), or
the same id to query the coordinate component itself. Distances are exact squared
integers (no sqrt), ties break to the lower entity id, and `within` returns
entities in ascending id order — so every answer is deterministic and replay-safe.
The engine (runtime/native/query.ludic, ~55 lines of Ludic, C-free) is a linear
scan over the entity table — ample for the entity counts Ludic targets, the same
reasoning as the grid pathfinder's open set; a bucketed/quadtree index is a
future optimisation, not a correctness need. It is spliced on demand when the
parser sees Query.* (g_uses_query), which also force-emits the reflection ABI so
a Query program needs no @events of its own (previously the ABI required them).
examples/library/query.ludic asserts 18 cases over five entities at known
positions (count/first with a component filter, nearest with a separate tag vs
position property, within radii incl. r=0 and the empty-property case), wired
into x test (now 63 passed). Docs: a Query section + 4 per-symbol pages,
inventory/coverage green. Seed reseeded; the C-free bootstrap fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
135 lines
5.9 KiB
Text
135 lines
5.9 KiB
Text
# emit_decl.ludic — functions, main, and the whole-program driver. A function's
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# body is built into a scratch buffer so entry-block allocas can be spliced in
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# ahead of it (see emit_alloca). Returns go through a %retval slot + `ret` label.
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function emit_params_sig(d: Node) -> void {
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var i = 0
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while i < len(d.kids) {
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if i > 0 { emit(", ") }
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emit(llty(d.kids[i].ty)); emit(" %arg_"); emit(d.kids[i].s)
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i = i + 1
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}
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}
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function emit_fn(d: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
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ret_ty = d.ty
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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let rl = llty(ret_ty)
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if not (rl == "void") { buf_puts(falloc, " %retval = alloca "); buf_puts(falloc, rl); buf_puts(falloc, "\n") }
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# params: store each incoming argument into a stack slot
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var i = 0
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while i < len(d.kids) {
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let p = d.kids[i]
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let slot = emit_alloca(llty(p.ty))
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emit(" store "); emit(llty(p.ty)); emit(" %arg_"); emit(p.s); emit(", ptr "); emit(slot); emit("\n")
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loc_push(p.s, slot, p.ty)
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i = i + 1
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}
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emit_block(d.a)
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if not g_term { emit(" br label %ret\n") }
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emit("ret:\n")
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if (rl == "void") { emit(" ret void\n") }
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else { let r = emit_bind(`load {rl}, ptr %retval`); emit(" ret "); emit(rl); emit(" "); emit(r); emit("\n") }
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code = saved
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emit("define "); emit(rl); emit(" @fn_"); emit(d.s); emit("("); emit_params_sig(d); emit(") {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n\n")
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}
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function emit_main(d: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
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ret_ty = "int"
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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buf_puts(falloc, " %retval = alloca i32\n")
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emit(" store i32 %argc, ptr @L_argc\n")
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emit(" store ptr %argv, ptr @L_argv\n")
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emit(" store i32 0, ptr %retval\n")
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emit_block(d.a)
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if not g_term { emit(" br label %ret\n") }
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emit("ret:\n")
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let r = emit_bind("load i32, ptr %retval")
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emit(" ret i32 "); emit(r); emit("\n")
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code = saved
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emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n")
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}
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function emit_program() -> void {
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head = buf_new()
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code = buf_new()
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g_uses_str = false
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g_uses_intstr = false
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g_uses_strslice = false
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g_uses_loopback = false
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loc_name = new []pointer; loc_reg = new []pointer; loc_ty = new []pointer; loc_mut = new []int
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brk_lbl = new []pointer; cnt_lbl = new []pointer
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self_stk = new []pointer
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mach_stk = new []Node
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emit_header()
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emit_extern_decls()
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if has_ecs() { emit_ecs_storage() }
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var i = 0
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while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) }; i = i + 1 }
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() and (len(g_events) > 0 or g_uses_query) { emit_world_table() } # EV2: the mod reflection ABI (also powers Query.*)
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
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if has_ui() { emit_ui_build() }
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if has_systems() and has_entry() { # N5: game owns its loop via `entry`
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emit_game_defs() # system fns, hooks, tick helpers
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i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
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}
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else { if has_systems() { emit_game_main() } # the auto frame loop
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else {
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i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
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} }
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if g_uses_loopback { emit_loopback() } # built-in transport, after all net_send/net_poll uses are seen
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if g_uses_str { emit_str_prelude() } # @fn_str_eq / @fn_str_concat, after all uses are seen
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if g_uses_intstr { emit_int_str() } # @fn_int_str, for string(int) in interpolation
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if g_uses_longstr { emit_long_str() } # @fn_long_str, for string(long) / long interpolation
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if g_uses_strslice { emit_str_slice() } # @fn_str_slice, for s[a..b]
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if g_uses_mathrt { emit_math_prelude() } # @fn_fx_sqrt / @fn_fx_sin + the sine table
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if g_uses_textrt { emit_text_prelude() } # @fn_str_upper/lower/trim/repeat/pad builders
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if g_uses_textrt2 { emit_text2_prelude() } # @fn_str_replace/join/split builders
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if g_uses_hashrt { emit_hash_prelude() } # @fn_hash_fnv1a / @fn_hash_crc32 byte hashers
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if g_uses_cryptort { emit_crypto_prelude() } # @fn_sha256_hex / @fn_hmac_sha256_hex + constant-time compare + CSPRNG
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if g_uses_uuidrt { emit_uuid_prelude() } # @fn_uuid_v4 / @fn_uuid_v7 / parse / equals (over the crypto CSPRNG)
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if g_uses_noisert { emit_noise_prelude() } # @fn_noise_value2/perlin2/simplex2/fbm2/cellular2 (Q16.16)
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if g_uses_logrt { emit_log_prelude() } # @L_log_level + @fn_log_emit (levelled stderr sink)
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if g_uses_osrt { emit_os_prelude() } # @fn_os_args/platform/arch/save_dir/... (libc env + uname)
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if g_uses_unicodert { emit_unicode_prelude() } # @fn_uni_len/valid/decode/case/truncate/grapheme (UTF-8)
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if g_uses_fsrt { emit_fs_prelude() } # @fn_fs_*/fn_path_*/fn_mime_* (libc + string ops)
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if g_uses_datert { emit_datetime_prelude() } # @fn_days_from_civil / @fn_civil_from_days conversions
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}
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# Flush the emitted IR. With a null path it goes to stdout (the pipe the shell
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# drivers read); with a path it is written to that file so ludicc can hand it to
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# clang itself.
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function ir_flush(path: pointer) -> bool {
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let h = buf_str(head)
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let c = buf_str(code)
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if (path == null) { # raw IR to stdout (no trailing newline)
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let out = file_stdout()
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file_write(out, h, len(h))
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file_write(out, c, len(c))
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return true
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}
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let f = file_open(path, "wb")
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if (f == null) { return false }
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file_write(f, h, len(h))
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file_write(f, c, len(c))
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file_close(f)
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return true
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}
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