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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