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>
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35 changed files with 2632 additions and 2646 deletions
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@ -8,7 +8,7 @@
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enum KnightAct { Attack, Guard, Item, Flee }
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enum MageAct { Attack, Heal, Guard }
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system Battle phase Update {
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handler Battle phase Update {
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if reg(R_MODE) == 1 {
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let k = key()
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for (e) in query [Stats, {Enemy}] {
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@ -144,7 +144,7 @@ system Battle phase Update {
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}
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}
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system CleanBattle phase LateUpdate {
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handler CleanBattle phase LateUpdate {
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if reg(R_MODE) != 1 {
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for (e) in query [Stats, {Enemy}] {
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despawn self()
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@ -152,7 +152,7 @@ system CleanBattle phase LateUpdate {
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}
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}
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system Meta phase Update {
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handler Meta phase Update {
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let k = key()
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if reg(R_MODE) == 2 {
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if k == 0 { setreg(R_ACK, 1) }
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@ -1,6 +1,6 @@
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# draw.ludic — the Render system (overworld, battle, and overlay screens).
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system Draw phase Render {
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handler Draw phase Render {
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let m = reg(R_MODE)
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clear(0x101018)
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@ -1,6 +1,6 @@
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# overworld.ludic — boot, movement/encounter input, and the shop system.
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system Boot phase Start {
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handler Boot phase Start {
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load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
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load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
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load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
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@ -33,7 +33,7 @@ system Boot phase Start {
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setreg(R_POTION, 2)
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}
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system Control phase Input {
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handler Control phase Input {
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if reg(R_MODE) == 0 {
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for (p) in query [Pos, {Player}] {
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let k = key()
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@ -122,7 +122,7 @@ system Control phase Input {
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}
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# shop (at the house 'h' tile): buy potions with gold
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system Shop phase Update {
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handler Shop phase Update {
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if reg(R_MODE) == 4 {
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let k = key()
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if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
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@ -1,17 +1,17 @@
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# world.ludic — the data model: components, entity archetypes, constants.
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# Imported by examples/chronorift.ludic. No `game` wrapper (this is a fragment).
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component Pos { x: int = 0, y: int = 0 }
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component Actor { kind: int = 0 }
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component Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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property Pos { x: int = 0, y: int = 0 }
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property Actor { kind: int = 0 }
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property Stats { hp: int = 1, maxhp: int = 1, mp: int = 0, maxmp: int = 0,
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atk: int = 1, def: int = 0, lvl: int = 1, xp: int = 0, guard: int = 0 }
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component Party { slot: int = 0 }
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property Party { slot: int = 0 }
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# Entity KINDS. Identity is stored as one integer per entity (L_kind), not as
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# an empty marker component. Query membership with {Player} / {Enemy}.
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archetype Player { Pos, Actor, Party, Stats } # the controllable knight
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archetype Ally { Party, Stats } # backline mage (no overworld body)
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archetype Enemy { Actor, Stats } # battle foe
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model Player { Pos, Actor, Party, Stats } # the controllable knight
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model Ally { Party, Stats } # backline mage (no overworld body)
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model Enemy { Actor, Stats } # battle foe
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const MW: int = 40
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const MH: int = 18
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