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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@ -52,8 +52,8 @@ typedef struct {
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* mirror the compiler's parser: anything parse_decl() dispatches on is a
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* declaration keyword, anything stmt() dispatches on is a statement keyword. */
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static const char* LUDIC_KW_DECL[] = {
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"game","module","import","component","struct","archetype","enum","ui",
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"const","var","fn","extern","system","main", 0
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"program","import","property","struct","model","enum","ui",
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"const","var","fn","extern","handler","entry", 0
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};
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static const char* LUDIC_KW_CLAUSE[] = {
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"phase","query","reads","writes", 0
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