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) }