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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@ -4,7 +4,7 @@
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var g_windowed: bool = false # headless by default (games read stdin / dump PPM)
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fn is_intrinsic2(name: ptr) -> bool {
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function is_intrinsic2(name: ptr) -> bool {
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if (name == "free") or (name == "fill") { return true }
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if (name == "offset") or (name == "read_char") { return true }
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if (name == "as_fixed") or (name == "as_int") { return true }
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@ -14,7 +14,7 @@ fn is_intrinsic2(name: ptr) -> bool {
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return false
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}
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fn emit_intrinsic2(name: ptr, e: Node) -> Val {
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function emit_intrinsic2(name: ptr, e: Node) -> Val {
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if (name == "free") {
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let p = arg_code(e, 0); emit(" call void @free(ptr "); emit(p); emit(")\n"); return val("0", "void")
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}
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