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

@ -1,6 +1,6 @@
# rules.ludic — pure game rules & map data (functions only, no systems).
fn tile_sprite(c: int) -> int {
function tile_sprite(c: int) -> int {
match c {
'T', '#' => return SPR_TREE
'H' => return SPR_HOUSE
@ -11,18 +11,18 @@ fn tile_sprite(c: int) -> int {
}
return SPR_GRASS
}
fn walkable(x: int, y: int) -> bool {
function walkable(x: int, y: int) -> bool {
let c = Map.tile(x, y)
return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
}
fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
fn enemy_name(et: int) -> str {
function is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
function enemy_name(et: int) -> str {
if et == 0 { return "SLIME" }
if et == 1 { return "SKELETON" }
return "RIFT WARDEN"
}
fn build_field(x: int) -> int {
function build_field(x: int) -> int {
Map.size(40, 18)
Map.row(0, "########################################")
Map.row(1, "#......................................#")
@ -44,7 +44,7 @@ fn build_field(x: int) -> int {
Map.row(17, "########################################")
return 0
}
fn build_dungeon(x: int) -> int {
function build_dungeon(x: int) -> int {
Map.size(40, 18)
Map.row(0, "========================================")
Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
@ -67,7 +67,7 @@ fn build_dungeon(x: int) -> int {
return 0
}
fn grant_xp(amount: int) -> int {
function grant_xp(amount: int) -> int {
for (t) in query [Stats, {Party}] {
if t.hp > 0 {
t.xp = t.xp + amount

View file

@ -11,9 +11,9 @@
# ============================================================================
program Arena {
extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
extern fn xp_for(level: int, kills: int) -> int = "xp_for"
extern function damage(attack: int, armour: int, roll: int) -> int = "damage"
extern function hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
extern function xp_for(level: int, kills: int) -> int = "xp_for"
property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }

View file

@ -16,7 +16,7 @@ program Combat {
const CRIT_MULT: int = 2
# damage after armour, with a crit multiplier applied on an exact roll
@export fn damage(attack: int, armour: int, roll: int) -> int {
@export function damage(attack: int, armour: int, roll: int) -> int {
var raw = attack - armour
if raw < 1 { raw = 1 }
if roll == 20 { raw = raw * CRIT_MULT }
@ -25,7 +25,7 @@ program Combat {
# how many hits to drop a target — the loop is here so the caller cannot
# accidentally disagree with `damage` about rounding
@export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
@export function hits_to_kill(hp: int, attack: int, armour: int) -> int {
var left = hp
var n = 0
while left > 0 {
@ -35,12 +35,12 @@ program Combat {
return n
}
@export fn xp_for(level: int, kills: int) -> int {
@export function xp_for(level: int, kills: int) -> int {
return curve(level) * kills
}
# private: not exported, so it is not a symbol in the library
fn curve(level: int) -> int {
function curve(level: int) -> int {
return 10 + level * level * 3
}
}

View file

@ -14,7 +14,7 @@
# a real socket when a program binds `extern fn net_send/net_poll`).
# The authority ships one entity's authoritative synced state to peers.
fn rt_replicate(e: int) -> void {
function rt_replicate(e: int) -> void {
let w = words(512)
w[0] = e # entity id in the first word
let n = serialize(e, offset(w, 4)) # synced fields after it
@ -23,7 +23,7 @@ fn rt_replicate(e: int) -> void {
# A peer drains every inbound snapshot and applies it to the named entity. One
# datagram per poll (the transport is datagram-preserving), so loop until empty.
fn rt_receive() -> void {
function rt_receive() -> void {
let w = words(512)
var n = net_poll(w, 2048)
while n > 0 {

View file

@ -46,7 +46,7 @@ program Snake {
const SHADE_SCORE: int = 0xffe060
const SHADE_OVER: int = 0xff5555
fn reset(unused: int) -> int {
function reset(unused: int) -> int {
for (p, s) in query [Pos, Seg] { despawn self() }
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }