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

@ -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) }

View file

@ -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)) }

View file

@ -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