feat(stdlib): add Unicode.* — UTF-8 code points, graphemes, case mapping (#13)
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Make Ludic text correct-by-default over UTF-8, so player names, translated UI, and chat behave for every language instead of counting bytes and splitting characters in half. The byte-oriented Text.* stays for speed; Unicode.* is the layer that understands code points and (approximately) grapheme clusters. - len / byte_len code points vs bytes — the two lengths, kept distinct - is_valid_utf8 strict validation of untrusted input - char_at / chars code-point access by index; chars() -> []int - upper / lower case mapping (ASCII + Latin-1) - truncate first n code points, never a half-character - grapheme_len user-perceived characters (approx UAX#29) Pure integer/byte IR over NUL-terminated buffers; C-free, no data-table blob. Decoding and validation cover the full UTF-8 range (overlong/surrogate/>10FFFF rejected). grapheme_len collapses combining marks, variation selectors, ZWJ sequences (family emoji), and regional-indicator flag pairs. Documented v1 scope: wider-script/locale case rules (Latin-Extended, Greek, Cyrillic, Turkish i, German ß) and NFC normalization are follow-ups. - examples/library/unicode.ludic: asserts the invariants across ASCII, Latin-1 (é round-trips through upper/lower), a decomposed "café" (5 code points, 4 graphemes), a ZWJ family emoji (5 code points, 1 grapheme), and a flag (2 regional indicators, 1 grapheme). Wired into `x test` (now 55 passed). - docs: a new Unicode section + 9 per-symbol pages clarifying byte vs code point vs grapheme; inventory updated; every fence passes check-docs; site builds. - seed regenerated; `x bootstrap-cfree` fixpoint holds. Closes #13 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -457,5 +457,16 @@
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"os-config_dir",
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"os-cache_dir",
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"os-temp_dir"
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],
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"unicode": [
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"unicode-len",
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"unicode-byte_len",
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"unicode-is_valid_utf8",
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"unicode-char_at",
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"unicode-chars",
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"unicode-upper",
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"unicode-lower",
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"unicode-truncate",
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"unicode-grapheme_len"
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]
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}
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