feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME
The compiler auto-splices runtime/native/* for any ECS game, but resolved it relative to the build CWD, then fell back to the package module root ($LUDIC_MODULES) — forcing every external project to copy/symlink the engine runtime into ludic_modules/. The runtime is part of the toolchain, not the project: do_import now resolves a runtime/... import that isn't found locally from $LUDIC_HOME (default: the compiler binary's dir — where cocoa.ll/audio.ll already come from), before the module root. So ludic_modules/ holds only third-party packages. In-repo builds are byte-identical (the runtime resolves locally there, so the $LUDIC_HOME fallback never fires; fixpoint holds). Verified by a hermetic test that builds an ECS game from an external CWD with no runtime/ or ludic_modules/ under it, resolving the runtime from LUDIC_HOME. Full suite 113/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -94,7 +94,16 @@ The compiler resolves an import first relative to the importing file, then — f
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a non-absolute path that is not found — under the package module root
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(`$LUDIC_MODULES`, default `ludic_modules/`). So a fetched package's code is
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spliced into the build and its namespace becomes available exactly the way the
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built-in stdlib namespaces (Regex.\*, Grid.\*, …) are. Because Ludic compiles
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built-in stdlib namespaces (Regex.\*, Grid.\*, …) are.
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The **engine runtime is the exception** (issue #75): the compiler auto-splices
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`runtime/native/*` for any ECS game, and that runtime ships with the *toolchain*,
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not the project. A `runtime/...` import that is not found relative to the build is
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resolved from the install root **`$LUDIC_HOME`** (default: the compiler binary's
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directory — the same place the platform `.ll` files come from), *before* the
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package module root. So an external game does not have to copy or symlink the
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engine runtime into its `ludic_modules/`; that directory holds only third-party
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packages. In-repo builds are unaffected — the runtime resolves locally there. Because Ludic compiles
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ahead-of-time, a source package is compiled *into* the consumer's binary — no
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ABI seam, and the whole-program guarantees (determinism, replay, `world_save`)
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still hold.
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