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>
34 lines
1.4 KiB
Text
34 lines
1.4 KiB
Text
# ============================================================================
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# arena.ludic — a game that links the Ludic shared library next to it.
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#
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# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
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# ludicc examples/lib/arena.ludic -o build/arena -Lbuild -lcombat
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#
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# `extern fn` binds a name to a symbol resolved at link time. The library the
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# symbols come from happens to be written in Ludic, but nothing here depends on
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# that: the same declaration binds a C, Rust or Zig library just as well. This
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# is how Ludic reaches the outside world without a C shim.
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# ============================================================================
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program Arena {
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extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern fn xp_for(level: int, kills: int) -> int = "xp_for"
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property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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handler Boot phase Start {
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spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
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spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
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}
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handler Fight phase Update {
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for (f) in query [Fighter] {
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print(damage(f.attack, f.armour, 0))
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print(damage(f.attack, f.armour, 20))
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print(hits_to_kill(f.hp, f.attack, f.armour))
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}
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print(xp_for(3, 4))
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quit()
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}
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}
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