refactor(lang): rename the fn keyword to function

Expand the function-declaration keyword to the full word across the whole
language and toolchain:
  fn name(...) -> T { ... }   ->   function name(...) -> T { ... }

Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).

Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 01:43:22 +03:00
parent 2f19c8d8e2
commit 4c48077d68
86 changed files with 793 additions and 793 deletions

View file

@ -31,7 +31,7 @@ them:
[:103](runtime/native/core.ludic:103), [:217](runtime/native/core.ludic:217)).
`COMPILING.md` states the intent plainly: a new platform is "another `.ll` file
with the same five entry points and no compiler change."
- **`extern fn` FFI is real and live** — `extern fn c_hypot(a: fixed, b: fixed) ->
- **`extern fn` FFI is real and live** — `extern function c_hypot(a: fixed, b: fixed) ->
fixed = "hypot_fx"` ([LANGUAGE.md:565](LANGUAGE.md:565)), with a full pipeline:
parse ([parse_game.ludic:236](selfhost/parse_game.ludic:236)) → call lowering to a
direct `call @<sym>` ([emit_expr.ludic:168](selfhost/emit_expr.ludic:168)) →
@ -211,9 +211,9 @@ no new language feature, no new intrinsic:
```ludic
# doc-check: skip — runtime/native/gfx3d.ludic, illustrative
extern fn gl_gen_textures(n: int, out: ptr) -> void = "glGenTextures"
extern fn gl_tex_image_2d(t: int, w: int, h: int, px: ptr) -> void = "gl_tex_image_2d"
extern fn gl_draw_elements(mode: int, count: int, ty: int, idx: ptr) -> void = "glDrawElements"
extern function gl_gen_textures(n: int, out: ptr) -> void = "glGenTextures"
extern function gl_tex_image_2d(t: int, w: int, h: int, px: ptr) -> void = "gl_tex_image_2d"
extern function gl_draw_elements(mode: int, count: int, ty: int, idx: ptr) -> void = "glDrawElements"
```
Two phases, additive: