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>
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86 changed files with 793 additions and 793 deletions
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@ -1,6 +1,6 @@
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# rules.ludic — pure game rules & map data (functions only, no systems).
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fn tile_sprite(c: int) -> int {
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function tile_sprite(c: int) -> int {
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match c {
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'T', '#' => return SPR_TREE
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'H' => return SPR_HOUSE
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@ -11,18 +11,18 @@ fn tile_sprite(c: int) -> int {
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}
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return SPR_GRASS
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}
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fn walkable(x: int, y: int) -> bool {
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function walkable(x: int, y: int) -> bool {
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let c = Map.tile(x, y)
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return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
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}
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fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
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fn enemy_name(et: int) -> str {
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function is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
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function enemy_name(et: int) -> str {
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if et == 0 { return "SLIME" }
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if et == 1 { return "SKELETON" }
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return "RIFT WARDEN"
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}
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fn build_field(x: int) -> int {
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function build_field(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "########################################")
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Map.row(1, "#......................................#")
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@ -44,7 +44,7 @@ fn build_field(x: int) -> int {
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Map.row(17, "########################################")
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return 0
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}
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fn build_dungeon(x: int) -> int {
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function build_dungeon(x: int) -> int {
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Map.size(40, 18)
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Map.row(0, "========================================")
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Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
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@ -67,7 +67,7 @@ fn build_dungeon(x: int) -> int {
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return 0
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}
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fn grant_xp(amount: int) -> int {
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function grant_xp(amount: int) -> int {
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for (t) in query [Stats, {Party}] {
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if t.hp > 0 {
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t.xp = t.xp + amount
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@ -11,9 +11,9 @@
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# ============================================================================
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program Arena {
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extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern fn hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern fn xp_for(level: int, kills: int) -> int = "xp_for"
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extern function damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern function hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern function xp_for(level: int, kills: int) -> int = "xp_for"
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property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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@ -16,7 +16,7 @@ program Combat {
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const CRIT_MULT: int = 2
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# damage after armour, with a crit multiplier applied on an exact roll
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@export fn damage(attack: int, armour: int, roll: int) -> int {
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@export function damage(attack: int, armour: int, roll: int) -> int {
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var raw = attack - armour
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if raw < 1 { raw = 1 }
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if roll == 20 { raw = raw * CRIT_MULT }
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@ -25,7 +25,7 @@ program Combat {
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# how many hits to drop a target — the loop is here so the caller cannot
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# accidentally disagree with `damage` about rounding
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@export fn hits_to_kill(hp: int, attack: int, armour: int) -> int {
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@export function hits_to_kill(hp: int, attack: int, armour: int) -> int {
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var left = hp
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var n = 0
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while left > 0 {
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@ -35,12 +35,12 @@ program Combat {
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return n
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}
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@export fn xp_for(level: int, kills: int) -> int {
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@export function xp_for(level: int, kills: int) -> int {
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return curve(level) * kills
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}
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# private: not exported, so it is not a symbol in the library
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fn curve(level: int) -> int {
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function curve(level: int) -> int {
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return 10 + level * level * 3
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}
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}
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@ -14,7 +14,7 @@
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# a real socket when a program binds `extern fn net_send/net_poll`).
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# The authority ships one entity's authoritative synced state to peers.
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fn rt_replicate(e: int) -> void {
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function rt_replicate(e: int) -> void {
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let w = words(512)
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w[0] = e # entity id in the first word
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let n = serialize(e, offset(w, 4)) # synced fields after it
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@ -23,7 +23,7 @@ fn rt_replicate(e: int) -> void {
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# A peer drains every inbound snapshot and applies it to the named entity. One
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# datagram per poll (the transport is datagram-preserving), so loop until empty.
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fn rt_receive() -> void {
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function rt_receive() -> void {
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let w = words(512)
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var n = net_poll(w, 2048)
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while n > 0 {
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@ -46,7 +46,7 @@ program Snake {
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const SHADE_SCORE: int = 0xffe060
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const SHADE_OVER: int = 0xff5555
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fn reset(unused: int) -> int {
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function reset(unused: int) -> int {
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for (p, s) in query [Pos, Seg] { despawn self() }
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spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
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spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
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