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

@ -34,7 +34,7 @@ game Atlas {
# build "<DIR>/tile_%04d.png" without a formatter: the runtime's string
# helpers write into a scratch buffer we own
fn tile_path(i: int) -> str {
function tile_path(i: int) -> str {
let buf = atlas_buf()
let n = rt_put_str(buf, 0, DIR)
n = rt_put_str(buf, n, "/tile_")
@ -49,7 +49,7 @@ game Atlas {
var atlas_scratch: ptr = ptr_null()
fn atlas_buf() -> ptr {
function atlas_buf() -> ptr {
if ptr_is_null(atlas_scratch) { atlas_scratch = mem_alloc(512) }
return atlas_scratch
}