Phase 6a: rename core vocabulary (game/main/component/archetype/system)

game/module -> program, main -> entry, component -> property,
archetype -> model, system -> handler. Done via a transitional self-hosting
bootstrap: parser accepts both -> reseed -> compiler source moved to new
keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords
now rejected.

Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM
@main/entry: labels in emit strings untouched; goldens byte-identical. Editor
vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences
updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14,
test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 18:22:13 +03:00
parent 3227e1e1d3
commit 42f955fd22
35 changed files with 2632 additions and 2646 deletions

View file

@ -7,7 +7,7 @@
# chronorift/, pulled in with `import`. Paths resolve relative to this file, and
# each import is include-guarded so re-imports are free.
# ============================================================================
game ChronoRift {
program ChronoRift {
import "chronorift/world.ludic" # components, entity archetypes, constants
import "chronorift/rules.ludic" # pure rules + map data (functions)
import "chronorift/overworld.ludic" # boot, movement, encounters, shop

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@ -8,7 +8,7 @@
enum KnightAct { Attack, Guard, Item, Flee }
enum MageAct { Attack, Heal, Guard }
system Battle phase Update {
handler Battle phase Update {
if reg(R_MODE) == 1 {
let k = key()
for (e) in query [Stats, {Enemy}] {
@ -144,7 +144,7 @@ system Battle phase Update {
}
}
system CleanBattle phase LateUpdate {
handler CleanBattle phase LateUpdate {
if reg(R_MODE) != 1 {
for (e) in query [Stats, {Enemy}] {
despawn self()
@ -152,7 +152,7 @@ system CleanBattle phase LateUpdate {
}
}
system Meta phase Update {
handler Meta phase Update {
let k = key()
if reg(R_MODE) == 2 {
if k == 0 { setreg(R_ACK, 1) }

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@ -1,6 +1,6 @@
# draw.ludic — the Render system (overworld, battle, and overlay screens).
system Draw phase Render {
handler Draw phase Render {
let m = reg(R_MODE)
clear(0x101018)

View file

@ -1,6 +1,6 @@
# overworld.ludic — boot, movement/encounter input, and the shop system.
system Boot phase Start {
handler Boot phase Start {
load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
@ -33,7 +33,7 @@ system Boot phase Start {
setreg(R_POTION, 2)
}
system Control phase Input {
handler Control phase Input {
if reg(R_MODE) == 0 {
for (p) in query [Pos, {Player}] {
let k = key()
@ -122,7 +122,7 @@ system Control phase Input {
}
# shop (at the house 'h' tile): buy potions with gold
system Shop phase Update {
handler Shop phase Update {
if reg(R_MODE) == 4 {
let k = key()
if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }

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@ -1,17 +1,17 @@
# world.ludic — the data model: components, entity archetypes, constants.
# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
component Pos { x: int = 0, y: int = 0 }
component Actor { kind: int = 0 }
component Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
property Pos { x: int = 0, y: int = 0 }
property Actor { kind: int = 0 }
property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
component Party { slot: int = 0 }
property Party { slot: int = 0 }
# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
# an empty marker component. Query membership with {Player} / {Enemy}.
archetype Player { Pos, Actor, Party, Stats } # the controllable knight
archetype Ally { Party, Stats } # backline mage (no overworld body)
archetype Enemy { Actor, Stats } # battle foe
model Player { Pos, Actor, Party, Stats } # the controllable knight
model Ally { Party, Stats } # backline mage (no overworld body)
model Enemy { Actor, Stats } # battle foe
const MW: int = 40
const MH: int = 18

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@ -1,10 +1,10 @@
# hello.ludic — smallest program that exercises the ECS pipeline
game Hello {
program Hello {
component Pos { x: int = 0, y: int = 0 }
component Vel { dx: int = 0, dy: int = 0 }
property Pos { x: int = 0, y: int = 0 }
property Vel { dx: int = 0, dy: int = 0 }
system Boot phase Start {
handler Boot phase Start {
spawn Mob {
Pos { x: 3, y: 4 }
Vel { dx: 1, dy: 0 }
@ -17,14 +17,14 @@ game Hello {
# a system can declare the entities it operates on: the body then runs once
# per match, with the components bound and self() giving that entity.
system Move phase FixedUpdate
handler Move phase FixedUpdate
query (p, v) [Pos, Vel]
{
p.x = p.x + v.dx
p.y = p.y + v.dy
}
system Report phase Update {
handler Report phase Update {
for (p) in query [Pos] {
print_int(p.x)
print_int(p.y)

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@ -9,20 +9,20 @@
# that: the same declaration binds a C, Rust or Zig library just as well. This
# is how Ludic reaches the outside world without a C shim.
# ============================================================================
game Arena {
program Arena {
extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
extern fn xp_for(level: int, kills: int) -> int = "xp_for"
component Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
system Boot phase Start {
handler Boot phase Start {
spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
}
system Fight phase Update {
handler Fight phase Update {
for (f) in query [Fighter] {
print_int(damage(f.attack, f.armour, 0))
print_int(damage(f.attack, f.armour, 20))

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@ -11,7 +11,7 @@
# engine, a test harness, a scripting host. Non-exported functions stay private
# to the library.
# ============================================================================
module Combat {
program Combat {
const CRIT_MULT: int = 2

View file

@ -2,7 +2,7 @@
# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
# it (background, TrueType labels, focusable buttons), and routes keyboard focus
# and activation. The game only loads a font, opens the UI, and reads clicks.
game Menu {
program Menu {
const R_FONT: int = 0
const R_MSG: int = 1
@ -19,13 +19,13 @@ game Menu {
}
}
system Boot phase Start {
handler Boot phase Start {
setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
ui_build()
ui_open(UI_MainMenu)
}
system Nav phase Update {
handler Nav phase Update {
ui_tick(key())
if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
@ -33,7 +33,7 @@ game Menu {
if ui_clicked(UI_Quit) { quit() }
}
system Draw phase Render {
handler Draw phase Render {
clear(0x0e0e16)
ui_render()
present()

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@ -9,29 +9,29 @@
# the whole body — the loop header just moves into the declaration. The body runs
# once per matching entity, and self() is that entity.
# ============================================================================
game QueryDecl {
component Battle { hp: int = 0, side: int = 0 }
component Pos { x: int = 0, y: int = 0 }
archetype Foe { Battle, Pos }
program QueryDecl {
property Battle { hp: int = 0, side: int = 0 }
property Pos { x: int = 0, y: int = 0 }
model Foe { Battle, Pos }
system Seed phase Start {
handler Seed phase Start {
spawn Foe { Battle { hp: 3, side: 1 } }
spawn Foe { Battle { hp: 0, side: 1 } }
spawn Foe { Battle { hp: -2, side: 0 } }
}
system CleanBattle phase LateUpdate
handler CleanBattle phase LateUpdate
query (b, p) [Battle, Pos, {Foe}] where b.hp <= 0 and b.side == 1
{
print_int(p.x)
despawn self()
}
system Census phase Render
handler Census phase Render
query (b) [Battle]
{
print_int(b.hp)
}
system Bye phase Render { quit() }
handler Bye phase Render { quit() }
}

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@ -4,16 +4,16 @@
# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
# Games that need scene-like states use a mode register + `machine` today, as
# examples/chronorift does.
game SceneDemo {
program SceneDemo {
const R_N: int = 0
system Boot phase Start { setreg(R_N, 0); print_int(1000) }
handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
scene Title start {
on enter { print_int(1) }
on exit { print_int(2) }
layer Main {
system Tick phase Update {
handler Tick phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(100 + reg(R_N))
if reg(R_N) >= 2 { enter Play }
@ -25,14 +25,14 @@ game SceneDemo {
on enter { print_int(3); setreg(R_N, 0) }
on exit { print_int(4) }
layer World {
system Step phase Update {
handler Step phase Update {
setreg(R_N, reg(R_N) + 1)
print_int(200 + reg(R_N))
if reg(R_N) >= 2 { quit() }
}
}
layer Hud {
system Draw phase Render { print_int(900) }
handler Draw phase Render { print_int(900) }
}
}
}

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@ -3,10 +3,10 @@
# general: compiled by the SAME unmodified ludicc + runtime as the JRPG.
# No sprites/assets — pure primitives. Build: ./build.sh examples/snake.ludic
# ============================================================================
game Snake {
program Snake {
component Pos { x: int = 0, y: int = 0 }
component Seg { order: int = 0 }
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 }
const GW: int = 20
const GH: int = 15
@ -39,9 +39,9 @@ game Snake {
return 0
}
system Boot phase Start { reset(0) }
handler Boot phase Start { reset(0) }
system Input phase Input {
handler Input phase Input {
let k = key()
if reg(R_MODE) == 0 {
if k == 'w' { if reg(R_DIR) != 1 { setreg(R_DIR, 0) } }
@ -55,7 +55,7 @@ game Snake {
}
}
system Move phase Update {
handler Move phase Update {
if reg(R_MODE) == 0 {
setreg(R_TICK, reg(R_TICK) + 1)
if reg(R_TICK) >= 6 {
@ -110,7 +110,7 @@ game Snake {
}
}
system Draw phase Render {
handler Draw phase Render {
clear(0x0d1020)
for gy in 0 .. GH {
for gx in 0 .. GW {