ludic/examples/annotations.ludic
Orkuncakilkaya 1951af99e9 Scriptable properties (ECS-safe subset): @Computed and @OnSpawn
Adds two annotations that give properties/models a scriptable feel WITHOUT
reattaching behavior to data — both reduce to code the data-oriented model
already emits:

- @Computed field on a property: a derived value that is NOT stored; x.field
  expands inline to its expression (bare names read as fields of x) at each use.
  Zero storage, zero runtime dispatch. Reuses qualify_fields (now non-destructive,
  base-node based); a g_computed registry keeps derived fields out of the layout.
- @OnSpawn(Model) on a handler: a constructor that runs at each spawn of Model
  with the model's properties bound by name. Spawn statically knows the model, so
  no runtime dispatch; emit_spawn binds the properties and inlines the hook body.

examples/annotations.ludic now exercises @Handles/@Queries/@Computed/@OnSpawn
(output 3 25 0 0); test.sh 15/15, fixpoint holds, goldens byte-identical.

Deferred (need more machinery, by design): @OnDespawn (despawn doesn't statically
know the entity's model) and @OnChange (needs change-tracking).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 21:01:32 +03:00

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# annotations.ludic — the annotation-first style. Behaviour is expressed with
# @-decorators that desugar to plain handlers, queries and expressions, so the
# properties stay pure data and the data-oriented model is untouched.
@Handles(Move)
program RPG2D {
property Transform { x: int = 0, y: int = 0, scale: int = 1 }
property Velocity {
dx: int = 0
dy: int = 0
@Computed speed2: int = dx * dx + dy * dy # derived; no storage, inlined at use
}
model Actor { Transform, Velocity }
# A constructor: every Actor starts visible. Runs at spawn with the model's
# properties bound by name — no per-frame cost, no observer machinery.
@OnSpawn(Actor)
handler InitActor { Transform.scale = 2 }
handler Spawn phase Start {
spawn Actor { Transform { x: 0 } Velocity { dx: 3, dy: 4 } }
spawn Actor { Transform { x: 0 } Velocity { dx: 0, dy: 0 } }
}
# Move every Actor whose scale is positive and that is actually moving. The
# query is the decorator; each bound property is addressed by its own name.
@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
handler Move phase Update {
Transform.x = Transform.x + Velocity.dx
Transform.y = Transform.y + Velocity.dy
}
handler Report phase Render {
for (t, v) in query [Transform, Velocity] { print_int(t.x); print_int(v.speed2) }
quit()
}
}