refactor(lang): rename the str type (and stringify builtin) to string

Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
  str            ->  string        (the immutable-string type)
  str(x) -> str  ->  string(x) -> string   (the stringify builtin;
                                            what `{…}` interpolation calls)

Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 01:51:11 +03:00
parent 4c48077d68
commit b7745a4600
70 changed files with 207 additions and 207 deletions

View file

@ -27,7 +27,7 @@ program ResolveField {
handler Inspect phase Update {
let position_property = world_prop_id("Position")
let column_field = world_field_id(position_property, "column")
Screen.status(str(column_field))
Screen.status(string(column_field))
}
}
```

View file

@ -30,7 +30,7 @@ program ReadField {
let column_field = world_field_id(position_property, "column")
for (position) in query [Position, {Player}] {
let value = world_get(self(), position_property, column_field)
Screen.status(str(value))
Screen.status(string(value))
}
}
}

View file

@ -25,7 +25,7 @@ program ResolveModel {
handler Inspect phase Update {
let player_model = world_model_id("Player")
Screen.status(str(player_model))
Screen.status(string(player_model))
}
}
```

View file

@ -25,7 +25,7 @@ program ResolveProperty {
handler Inspect phase Update {
let position_property = world_prop_id("Position")
Screen.status(str(position_property))
Screen.status(string(position_property))
}
}
```

View file

@ -23,7 +23,7 @@ program ModComponent {
handler Boot phase Start {
spawn Hero { Position { column: 4, row: 4 } }
let stamina_property = world_register_prop("Stamina", 1)
Screen.status(str(stamina_property))
Screen.status(string(stamina_property))
}
}
```

View file

@ -27,7 +27,7 @@ program SnapshotOut {
if Input.key() == 's' {
let buffer = bytes(4096)
let written = world_save(buffer)
Screen.status(str(written))
Screen.status(string(written))
}
}
}

View file

@ -23,7 +23,7 @@ program Reinforcements {
if Input.key() == ' ' {
let enemy_model = world_model_id("Enemy")
let new_enemy = world_spawn(enemy_model)
Screen.status(str(new_enemy))
Screen.status(string(new_enemy))
}
}
}