`struct` and `property` had identical syntax and differed only in semantics, so
they are now one keyword: `property`. How a property is stored follows from how
it is used —
- listed in a `model` or attached by `spawn` -> an ECS component, kept in the
engine's per-entity @S_/@H_ arrays and bound in queries (as before);
- constructed with `new` -> a heap record with reference
semantics (what `struct` used to be).
A program that declares only `property` records and functions — no `model`, no
`handler` — is not an ECS program: it gets record layouts and `new`, but no
entity storage, allocator, snapshot, or runtime splice. This is exactly the
shape of the Ludic compiler itself, whose Node/Tok/Buf/Val are now `property`.
Mechanics:
- record layout (%Cmp_) now always emitted in the header (emit_head), so `new`
works with or without the ECS; the per-entity arrays stay in
emit_ecs_storage. %Str_ is gone — one layout prefix.
- has_ecs() is now `has_systems() or has_models()`, not "any component"; a
property alone no longer drags in the ECS runtime. Added has_models().
- emit_new / member access / layout_ty / layout_node collapse onto find_comp.
Dropped struct keyword, parse_struct, find_struct, is_struct_ty, N_STRUCT
emission (the const stays at kind 0, the default node kind).
Migration done as two reseeds (the old compiler treats any component as ECS, so
it cannot see `property` records in the compiler source until has_ecs is fixed):
A) teach the compiler property-as-record + fix has_ecs, keeping `struct`;
B) migrate the compiler's own records to `property` and remove `struct`.
selfhost/tests/structs.ludic migrated (still prints 7 9 109 2 42). Vocabulary
drops `struct` from DECL (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md
"Records" section rewritten. Reseeded (21613 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
70 lines
1.9 KiB
Text
70 lines
1.9 KiB
Text
# ast.ludic — the node kinds and the single Node shape they share, plus the
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# declaration tables the emitter reads. Mirrors compiler/front/ast.h + sem/.
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# declarations
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const N_STRUCT: int = 0
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const N_FIELD: int = 1
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const N_VAR: int = 2
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const N_CONST: int = 3
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const N_FN: int = 4
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const N_PARAM: int = 5
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const N_MAIN: int = 6
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const N_BLOCK: int = 7
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const N_COMP: int = 8
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const N_SYS: int = 9
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const N_ARCH: int = 10
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const N_EXTERN: int = 11
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const N_UI: int = 12
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const N_ENUM: int = 27 # enum Name { A, B, ... } — named int constants
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const S_TOGGLE: int = 28 # enable/disable (ival: 1=enable 0=disable; s=target; a=entity or null)
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# statements
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const S_LET: int = 10
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const S_ASSIGN: int = 11
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const S_IF: int = 12
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const S_WHILE: int = 13
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const S_FOR: int = 14
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const S_RETURN: int = 15
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const S_EXPR: int = 16
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const S_BREAK: int = 17
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const S_CONTINUE: int = 18
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const S_MATCH: int = 19
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const S_MARM: int = 20
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const S_QUERY: int = 21
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const S_SPAWN: int = 22
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const S_DESPAWN: int = 23
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const S_MACHINE: int = 24
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const S_STATE: int = 25
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const S_BECOME: int = 26
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# expressions
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const E_INT: int = 30
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const E_STR: int = 31
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const E_BOOL: int = 32
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const E_ID: int = 33
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const E_CALL: int = 34
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const E_MEMBER: int = 35
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const E_INDEX: int = 36
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const E_BIN: int = 37
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const E_UN: int = 38
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const E_NEW: int = 39
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const E_FLOAT: int = 40
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const E_REC: int = 41
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const E_FINIT: int = 42
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property Node {
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kind: int = 0
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s: ptr = ptr_null() # name / operator / string / type-of-new
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ival: int = 0 # int literal, bool, flags
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ty: ptr = ptr_null() # declared type (let/param/field/fn/var/const)
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a: Node # fixed children (meaning per kind)
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b: Node
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c: Node
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kids: []Node # variadic children
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line: int = 0
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}
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fn node(kind: int) -> Node {
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let n = new Node
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n.kind = kind
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n.kids = new []Node
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return n
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}
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