Phase 6a: remove the redundant when and enter keywords
Cohesion audit found two keywords that are pure duplicates:
- `when c { }` produced a byte-identical S_IF to an else-less `if c { }`
(no distinguishing flag) — so it was a second spelling of the same node.
- `enter Name` produced identical codegen to `become Name`: it set an
`ival` flag that emit_become never reads.
Both removed from the parser. `if` already parses with an optional `else`, so
nothing is lost. examples/scenes.ludic (an uncompiled design sketch) and the
LANGUAGE.md scenes section now use `become Name` for scene transitions.
Vocabulary synced (ludic_syntax.h, TextMate grammar, LudicTokens.kt);
check-vocabulary clean. Reseeded (22148 lines); C-free fixpoint holds;
goldens identical; 17/17.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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8 changed files with 3406 additions and 3462 deletions
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@ -48,8 +48,8 @@ object LudicVocabulary {
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"phase", "query", "reads", "writes", "on"
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)
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val STMT = setOf(
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"let", "return", "if", "else", "when", "while", "for", "in", "spawn", "despawn",
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"enable", "disable", "match", "machine", "state", "become", "enter", "where",
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"let", "return", "if", "else", "while", "for", "in", "spawn", "despawn",
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"enable", "disable", "match", "machine", "state", "become", "where",
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"and", "or", "not", "break", "continue", "new"
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)
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val PRIMITIVES = setOf("int", "fixed", "bool", "entity", "str", "ptr", "void")
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@ -161,7 +161,7 @@
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},
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"keyword": {
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"patterns": [
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|when|while|for|in|match|machine|become|enter|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
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{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes|on)\\b" },
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{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
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@ -161,7 +161,7 @@
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},
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"keyword": {
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"patterns": [
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|when|while|for|in|match|machine|become|enter|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|where|break|continue|new)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
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{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|reads|writes|on)\\b" },
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{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
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@ -66,8 +66,8 @@ static const char* LUDIC_KW_RESERVED[] = {
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"scene","layer","start", 0
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};
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static const char* LUDIC_KW_STMT[] = {
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"let","return","if","else","when","while","for","in","spawn","despawn",
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"enable","disable","match","machine","state","become","enter","where",
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"let","return","if","else","while","for","in","spawn","despawn",
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"enable","disable","match","machine","state","become","where",
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"and","or","not","break","continue","new", 0
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};
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static const char* LUDIC_TYPES[] = {
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