enum
enum Name { A, B, C }
An enum gives names to a set of related integer values so a magic-number space — a menu selection, a game mode, a machine state — reads as names instead of bare literals. Variants number themselves from 0 in declaration order, and you access one as Name.Variant, which is a compile-time int usable anywhere an int is: in match patterns, comparisons, and assignments. When every variant is a bare name, an enum value lives in an ordinary int or var and is saved with it, so a plain enum is best understood as a zero-cost naming layer over int.
## Tagged unions — variants with payloads
A variant may also carry a **payload**, written as a parenthesized list of types after its name. Doing so turns the whole enum into a *tagged union*: a value is now one of several shapes, each with its own data, and the type remembers which.
You **construct** a variant by name — Door(3), Portal(x, y), or bare Empty for a payload-less one — and store or pass it as a value of the enum's type (let t: Tile = Door(3)). Each value is a small boxed record: a tag naming the variant, plus its payload.
You take one apart with match, binding the payload names in each arm:
A tagged match must be **exhaustive**: it either handles every variant or ends with a _ catch-all. Leaving a variant out is a compile-time error (match on Tile is not exhaustive: variant Door is unhandled), so adding a new variant surfaces every site that must learn about it. Constructor and pattern arities are checked the same way. A plain (all-bare) enum keeps its compile-time-ordinal Name.Variant form and is unaffected.
Example
enum Tile { Empty, Wall, Door(int), Portal(int, int) }function walk_cost(t: Tile) -> int {
match t {
Empty => { return 1 }
Wall => { return 0 }
Door(n) => { return 10 + n } # n is the door's int payload
Portal(x, y) => { return x + y } # both fields bound in this arm
}
}program BattleMenu {
enum Action { Attack, Guard, Item, Flee }
var current_action: int = Action.Attack
handler ChooseAction phase Input {
let pressed = Input.key()
if pressed == 'a' { current_action = Action.Attack }
if pressed == 'g' { current_action = Action.Guard }
if pressed == 'f' { current_action = Action.Flee }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
match current_action {
Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
Action.Guard => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
_ => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
}
Screen.show()
}
}