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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# older code, a register index (reg()/set_reg()).
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# If `a` names a program-scope `var`, return it; else null (a register index).
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fn machine_var(a: Node) -> Node {
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function machine_var(a: Node) -> Node {
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if a.kind == E_ID {
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let g = find_global(a.s)
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if (g != null) { if g.kind == N_VAR { return g } }
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@ -12,7 +12,7 @@ fn machine_var(a: Node) -> Node {
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return null
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}
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fn emit_machine(st: Node) -> void {
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function emit_machine(st: Node) -> void {
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let gv = machine_var(st.a)
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var s = ""
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if (gv != null) { s = emit_bind(`load i32, ptr @g_{st.a.s}`) }
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@ -45,7 +45,7 @@ fn emit_machine(st: Node) -> void {
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# enclosing `machine`, otherwise a scene transition. A scene transition runs the
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# source scene's on-exit, stores the target scene id into @L_scene, and runs the
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# target's on-enter (two direct calls and a store — no dispatch table).
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fn emit_become(st: Node) -> void {
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function emit_become(st: Node) -> void {
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if nmach > 0 { # inside a machine: try a state first
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let m = mach_stk[nmach - 1]
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var target: Node = null
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