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nescript/examples/nested_structs.ne

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analyzer/lowering: support nested struct fields and array struct fields Struct field types beyond the v1 scalar set (`u8`, `i8`, `u16`, `bool`) used to error out with `E0201: struct fields must be u8/i8/u16/bool`. The size accumulator already handled them correctly — what was missing was: (1) the analyzer side that synthesizes per-leaf symbols and allocations for nested structs plus a single array-typed symbol for array fields, (2) the parser's chained-field-access path, and (3) the IR-lowering recursion through nested struct literal initializers and array literal field values. The synthetic-variable model carries through unchanged: a `var p: Player` where `Player { pos: Vec2, hp: u8, inv: u8[4] }` and `Vec2 { x: u8, y: u8 }` produces flat allocations for `p.pos.x`, `p.pos.y`, `p.hp`, and `p.inv`, plus an intermediate `p.pos` Struct symbol so dotted-name lookups still resolve. Array fields get a single allocation with the array type so the existing `Expr::ArrayIndex` lowering path handles `p.inv[i]` without changes. Array-of-structs is still rejected with E0201 because the synthetic model can't index per-element layouts without further codegen work. The parser change is the only structural move: `parse_primary` and `parse_assign_or_call` now loop the dot chain into a single joined identifier so `p.pos.x` becomes `FieldAccess("p.pos", "x")` and `p.inv[0]` becomes `ArrayIndex("p.inv", 0)`. The downstream analyzer and IR lowering use the same `format!("{name}.{field}")` join they already used for one-level access — no plumbing changes required. Includes a new `examples/nested_structs.ne` that exercises both features end-to-end with two `Hero` instances carrying nested positions and inventory arrays. The reproducibility tripwire ROM is committed alongside it and the emulator harness has a matching pair of golden files. https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 02:19:49 +00:00
// Demonstrates nested struct fields and array fields inside structs.
//
// Two `Hero` instances each carry a `Vec2` position (a nested struct)
// and a small inventory `u8[4]` (an array field). Both heroes scoot
// across the screen in opposite directions, and their inventory bytes
// are advanced once per frame so the analyzer's flat-allocation model
// is exercised end-to-end.
//
// Compile with the default IR codegen:
// nescript build examples/nested_structs.ne
game "NestedStructs" { mapper: NROM }
// Inner structs must be declared before any struct that nests them —
// the analyzer doesn't topologically sort declarations.
struct Vec2 {
x: u8,
y: u8,
}
// `pos` is a nested-struct field; `inv` is an array field. Both are
// fully addressable as `hero.pos.x` / `hero.inv[i]`. Layout in RAM
// is contiguous: pos.x, pos.y, hp, inv[0..3] — total 7 bytes per
// instance.
struct Hero {
pos: Vec2,
hp: u8,
inv: u8[4],
}
// Hero positions are initialized inline so the on-frame handler
// only has to step them. Inventory bytes are a separate `var`
// because struct literals don't accept array fields yet.
var hero1: Hero = Hero { pos: Vec2 { x: 32, y: 96 }, hp: 100, inv: [1, 2, 3, 4] }
var hero2: Hero = Hero { pos: Vec2 { x: 200, y: 128 }, hp: 100, inv: [10, 20, 30, 40] }
on frame {
// Walk both heroes — hero1 moves right, hero2 moves left, both
// wrap around at the screen edge so the demo runs forever.
hero1.pos.x += 1
hero2.pos.x -= 1
// Cycle the inventory bytes so the synthetic-array allocation
// path takes a real read/write pair every frame.
hero1.inv[0] += 1
hero2.inv[0] += 1
draw Smiley at: (hero1.pos.x, hero1.pos.y)
draw Smiley at: (hero2.pos.x, hero2.pos.y)
wait_frame
}
start Main