Phase 3d: declaration modifiers become @annotations (Rule A)
edge/pure/export prefix keywords retired; modifiers are now leading @annotations (@export, @edge, @pure, @deterministic). parse_one_decl collects a leading @anno run and @export sets the fn export flag; dead edge-dispatch removed from parse_system. Migrated examples/lib/combat.ludic; old prefixes now rejected. Behavior-identical: the export flag is parse-only in the self-hosted emitter (emits @fn_<name> for every fn, never reads the flag), so IR is byte-identical. Reseeded, fixpoint holds, test.sh 14/14. Docs updated. Phase 3 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -79,20 +79,20 @@ self-hosted `ludicc`.
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> **Not yet on the self-hosted toolchain.** `--shared` and the `nm`/library
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> workflow below describe the old C driver's behavior; the self-hosted `ludicc`
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> builds executables only for now. The `module`/`export fn` semantics are
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> builds executables only for now. The `module`/`@export fn` semantics are
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> unchanged — only the packaging step is pending.
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A source file opens with `game Name { … }` or `module Name { … }`.
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* A **game** gets an entry point and the phase-ordered frame loop
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(`Start`, then `Input → FixedUpdate → Update → LateUpdate → Render` each tick).
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* A **module** gets neither. It is a library, and only its `export fn`s become
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* A **module** gets neither. It is a library, and only its `@export fn`s become
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public symbols; everything else stays private to the library.
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```ludic
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# doc-check: skip — illustrative: elided body
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module Combat {
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export fn damage(attack: int, armour: int, roll: int) -> int { … }
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@export fn damage(attack: int, armour: int, roll: int) -> int { … }
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fn curve(level: int) -> int { … } # private: not a symbol
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}
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```
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