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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@ -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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