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

@ -22,7 +22,7 @@ object LudicTokens {
val KEYWORD = LudicTokenType("KEYWORD")
val DECL_KEYWORD = LudicTokenType("DECL_KEYWORD") // game, component, system, function, ...
val CLAUSE = LudicTokenType("CLAUSE") // phase, query, reads, writes, ...
val PRIMITIVE = LudicTokenType("PRIMITIVE") // int, fixed, bool, entity, str, ptr, void
val PRIMITIVE = LudicTokenType("PRIMITIVE") // int, fixed, bool, entity, string, pointer, void
val PHASE = LudicTokenType("PHASE") // Start, Update, Render, ...
val BOOLEAN = LudicTokenType("BOOLEAN")
val BUILTIN = LudicTokenType("BUILTIN") // runtime surface + compiler intrinsics
@ -52,7 +52,7 @@ object LudicVocabulary {
"enable", "disable", "match", "machine", "state", "become", "where",
"and", "or", "not", "break", "continue", "new", "emit", "cancel"
)
val PRIMITIVES = setOf("int", "long", "fixed", "bool", "entity", "str", "ptr", "byte", "words", "fixeds", "ptrs", "void")
val PRIMITIVES = setOf("int", "long", "fixed", "bool", "entity", "string", "ptr", "byte", "words", "fixeds", "ptrs", "void")
val PHASES = setOf("Start", "Input", "FixedUpdate", "Update", "LateUpdate", "Render")
val WIDGETS = setOf("panel", "col", "row", "label", "button", "image", "spacer")
@ -64,7 +64,7 @@ object LudicVocabulary {
"sprites_load", "draw_sprite", "draw_sprite_scaled", "ui_build", "ui_open",
"ui_tick", "ui_render", "ui_clicked", "ui_set_text", "ui_set_int", "ui_focus",
"ui_focused", "ui_visible", "key", "reg", "set_reg", "self", "save", "load",
"status", "print", "str", "quit",
"status", "print", "string", "quit",
// compiler intrinsics: the floor the Ludic-written runtime stands on
"bytes", "words", "resize", "free", "fill", "arg_count", "arg", "file_stderr", "file_stdout",
"offset",