Phase 6e: unify builtin naming (loaders domain-first, set_reg)

Fixed the naming inconsistencies the cohesion audit flagged, converging on the
domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*,
font_load, image_load):

  - load_png    -> png_load       (asset loaders were split: font_load/image_load
  - load_sprites -> sprites_load   were domain-first, load_* were verb-first)
  - setreg      -> set_reg        (missing underscore vs ui_set_int/ui_set_text)

Game builtins resolve to their `rt_` runtime function, so the renames are in
runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example
call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a
surface rename — every renamed call maps to the same runtime symbol, so behavior
and golden renders are byte-identical.

Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md,
README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical;
17/17; vocab clean.

Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and
consistent with each other; renaming would need a bootstrap dance for little
gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int
already use.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 23:38:10 +03:00
parent c5bd50d544
commit cc701013f5
16 changed files with 122 additions and 122 deletions

View file

@ -19,32 +19,32 @@ handler Battle phase Update {
if pt.slot == 0 {
if st.hp <= 0 {
become MageMenu
setreg(R_CUR, 0)
set_reg(R_CUR, 0)
} else {
if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 's' { setreg(R_CUR, min(3, reg(R_CUR) + 1)) }
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
if is_confirm(k) {
match reg(R_CUR) {
KnightAct.Attack => {
let d = max(1, st.atk - e.def + rng_range(0, 4))
e.hp = e.hp - d
setreg(R_PDMG, d)
set_reg(R_PDMG, d)
}
KnightAct.Guard => { st.guard = 1; setreg(R_PDMG, 0) }
KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
KnightAct.Item => {
if reg(R_POTION) > 0 {
setreg(R_POTION, reg(R_POTION) - 1)
set_reg(R_POTION, reg(R_POTION) - 1)
st.hp = min(st.maxhp, st.hp + 24)
setreg(R_PDMG, 24)
} else { setreg(R_PDMG, 0) }
set_reg(R_PDMG, 24)
} else { set_reg(R_PDMG, 0) }
}
KnightAct.Flee => {
if rng_chance(50) { e.hp = 0; setreg(R_MODE, 0) }
else { setreg(R_PDMG, 0) }
if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
else { set_reg(R_PDMG, 0) }
}
}
become KnightResolve
setreg(R_CUR, 0)
set_reg(R_CUR, 0)
}
}
}
@ -55,13 +55,13 @@ handler Battle phase Update {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
setreg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
else { setreg(R_MODE, 0) }
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
else { set_reg(R_MODE, 0) }
become KnightMenu
} else {
become MageMenu
setreg(R_CUR, 0)
set_reg(R_CUR, 0)
}
}
}
@ -72,14 +72,14 @@ handler Battle phase Update {
if st.hp <= 0 {
become EnemyTurn
} else {
if k == 'i' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 'k' { setreg(R_CUR, min(2, reg(R_CUR) + 1)) }
if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
if k == 'j' {
match reg(R_CUR) {
MageAct.Attack => {
let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
e.hp = e.hp - d
setreg(R_PDMG, d)
set_reg(R_PDMG, d)
}
MageAct.Heal => {
if st.mp >= 4 {
@ -87,13 +87,13 @@ handler Battle phase Update {
for (t2, p2) in query [Stats, Party] {
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
}
setreg(R_PDMG, 16)
} else { setreg(R_PDMG, 0) }
set_reg(R_PDMG, 16)
} else { set_reg(R_PDMG, 0) }
}
MageAct.Guard => { st.guard = 1; setreg(R_PDMG, 0) }
MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
}
become MageResolve
setreg(R_CUR, 0)
set_reg(R_CUR, 0)
}
}
}
@ -104,9 +104,9 @@ handler Battle phase Update {
if k != 0 {
if e.hp <= 0 {
grant_xp(e.xp)
setreg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { setreg(R_BOSS, 1); setreg(R_MODE, 3); setreg(R_ACK, 0) }
else { setreg(R_MODE, 0) }
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
else { set_reg(R_MODE, 0) }
become KnightMenu
} else {
become EnemyTurn
@ -123,7 +123,7 @@ handler Battle phase Update {
let ed = max(1, e.atk - t3.def + rng_range(0, 4))
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
t3.hp = t3.hp - ed
setreg(R_EDMG, ed)
set_reg(R_EDMG, ed)
done = 1
}
}
@ -132,10 +132,10 @@ handler Battle phase Update {
for (t4) in query [Stats, {Party}] {
if t4.hp > 0 { alive = alive + 1 }
}
if alive == 0 { setreg(R_MODE, 2); setreg(R_ACK, 0) }
if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
else {
become KnightMenu
setreg(R_CUR, 0)
set_reg(R_CUR, 0)
}
}
}
@ -155,18 +155,18 @@ handler CleanBattle phase LateUpdate {
handler Meta phase Update {
let k = key()
if reg(R_MODE) == 2 {
if k == 0 { setreg(R_ACK, 1) }
if k == 0 { set_reg(R_ACK, 1) }
if k != 0 {
if reg(R_ACK) == 1 {
for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
setreg(R_MODE, 0)
set_reg(R_MODE, 0)
}
}
}
if reg(R_MODE) == 3 {
if k == 0 { setreg(R_ACK, 1) }
if k == 0 { set_reg(R_ACK, 1) }
if k != 0 {
if reg(R_ACK) == 1 { setreg(R_MODE, 0) }
if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
}
}
}

View file

@ -1,18 +1,18 @@
# overworld.ludic — boot, movement/encounter input, and the shop system.
handler Boot phase Start {
load_png("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
load_png("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
load_png("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
load_png("assets/kenney/tiny-town/Tiles/tile_0073.png") # 3 house
load_png("assets/kenney/tiny-town/Tiles/tile_0112.png") # 4 arch
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") # 5 hero
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0108.png") # 6 slime
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0120.png") # 7 skeleton
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0110.png") # 8 boss
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0084.png") # 9 mage
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0048.png") # 10 floor
load_png("assets/kenney/tiny-dungeon/Tiles/tile_0026.png") # 11 wall
png_load("assets/kenney/tiny-town/Tiles/tile_0000.png") # 0 grass
png_load("assets/kenney/tiny-town/Tiles/tile_0004.png") # 1 tree
png_load("assets/kenney/tiny-town/Tiles/tile_0025.png") # 2 path
png_load("assets/kenney/tiny-town/Tiles/tile_0073.png") # 3 house
png_load("assets/kenney/tiny-town/Tiles/tile_0112.png") # 4 arch
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0096.png") # 5 hero
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0108.png") # 6 slime
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0120.png") # 7 skeleton
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0110.png") # 8 boss
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0084.png") # 9 mage
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0048.png") # 10 floor
png_load("assets/kenney/tiny-dungeon/Tiles/tile_0026.png") # 11 wall
build_field(0)
spawn Player {
@ -25,12 +25,12 @@ handler Boot phase Start {
Party { slot: 1 }
Stats { hp: 26, maxhp: 26, mp: 16, maxmp: 16, atk: 8, def: 4, lvl: 1, xp: 0, guard: 0 }
}
setreg(R_MODE, 0)
setreg(R_ENC, 4)
setreg(R_MAP, 0)
setreg(R_BOSS, 0)
setreg(R_GOLD, 20)
setreg(R_POTION, 2)
set_reg(R_MODE, 0)
set_reg(R_ENC, 4)
set_reg(R_MAP, 0)
set_reg(R_BOSS, 0)
set_reg(R_GOLD, 20)
set_reg(R_POTION, 2)
}
handler Control phase Input {
@ -57,43 +57,43 @@ handler Control phase Input {
build_dungeon(0)
p.x = 3
p.y = 2
setreg(R_MAP, 1)
set_reg(R_MAP, 1)
}
if tc == 'S' {
build_field(0)
p.x = 36
p.y = 3
setreg(R_MAP, 0)
set_reg(R_MAP, 0)
}
if tc == 'B' {
if reg(R_BOSS) == 0 {
setreg(R_ETYPE, 2)
set_reg(R_ETYPE, 2)
spawn Enemy {
Actor { kind: 8 }
Stats { hp: 120, maxhp: 120, mp: 0, maxmp: 0, atk: 18, def: 10, lvl: 5, xp: 300, guard: 0 }
}
setreg(R_MODE, 1)
setreg(R_PHASE, 0)
setreg(R_CUR, 0)
set_reg(R_MODE, 1)
set_reg(R_PHASE, 0)
set_reg(R_CUR, 0)
}
}
if tc == 'h' {
setreg(R_MODE, 4)
setreg(R_CUR, 0)
set_reg(R_MODE, 4)
set_reg(R_CUR, 0)
}
if tc != 'D' {
if tc != 'S' {
if tc != 'B' {
if tc != 'h' {
setreg(R_ENC, reg(R_ENC) - 1)
set_reg(R_ENC, reg(R_ENC) - 1)
if reg(R_ENC) <= 0 {
setreg(R_ENC, rng_range(4, 9))
set_reg(R_ENC, rng_range(4, 9))
let et = 0
if reg(R_MAP) == 1 { et = 1 }
if reg(R_MAP) == 0 {
if rng_chance(40) { et = 1 }
}
setreg(R_ETYPE, et)
set_reg(R_ETYPE, et)
if et == 0 {
spawn Enemy {
Actor { kind: 6 }
@ -106,9 +106,9 @@ handler Control phase Input {
Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
}
}
setreg(R_MODE, 1)
setreg(R_PHASE, 0)
setreg(R_CUR, 0)
set_reg(R_MODE, 1)
set_reg(R_PHASE, 0)
set_reg(R_CUR, 0)
}
}
}
@ -125,16 +125,16 @@ handler Control phase Input {
handler Shop phase Update {
if reg(R_MODE) == 4 {
let k = key()
if k == 'w' { setreg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 's' { setreg(R_CUR, min(1, reg(R_CUR) + 1)) }
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
if k == 's' { set_reg(R_CUR, min(1, reg(R_CUR) + 1)) }
if is_confirm(k) {
if reg(R_CUR) == 0 {
if reg(R_GOLD) >= 10 {
setreg(R_GOLD, reg(R_GOLD) - 10)
setreg(R_POTION, reg(R_POTION) + 1)
set_reg(R_GOLD, reg(R_GOLD) - 10)
set_reg(R_POTION, reg(R_POTION) + 1)
}
}
if reg(R_CUR) == 1 { setreg(R_MODE, 0) }
if reg(R_CUR) == 1 { set_reg(R_MODE, 0) }
}
}
}

View file

@ -20,7 +20,7 @@ program Menu {
}
handler Boot phase Start {
setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
set_reg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
ui_build()
ui_open(UI_MainMenu)
}

View file

@ -7,14 +7,14 @@
program SceneDemo {
const R_N: int = 0
handler Boot phase Start { setreg(R_N, 0); print_int(1000) }
handler Boot phase Start { set_reg(R_N, 0); print_int(1000) }
scene Title start {
on enter { print_int(1) }
on exit { print_int(2) }
layer Main {
handler Tick phase Update {
setreg(R_N, reg(R_N) + 1)
set_reg(R_N, reg(R_N) + 1)
print_int(100 + reg(R_N))
if reg(R_N) >= 2 { become Play }
}
@ -22,11 +22,11 @@ program SceneDemo {
}
scene Play {
on enter { print_int(3); setreg(R_N, 0) }
on enter { print_int(3); set_reg(R_N, 0) }
on exit { print_int(4) }
layer World {
handler Step phase Update {
setreg(R_N, reg(R_N) + 1)
set_reg(R_N, reg(R_N) + 1)
print_int(200 + reg(R_N))
if reg(R_N) >= 2 { quit() }
}

View file

@ -29,13 +29,13 @@ program Snake {
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
setreg(R_DIR, 3)
setreg(R_LEN, 3)
setreg(R_TICK, 0)
setreg(R_MODE, 0)
setreg(R_SCORE, 0)
setreg(R_FX, 14)
setreg(R_FY, 7)
set_reg(R_DIR, 3)
set_reg(R_LEN, 3)
set_reg(R_TICK, 0)
set_reg(R_MODE, 0)
set_reg(R_SCORE, 0)
set_reg(R_FX, 14)
set_reg(R_FY, 7)
return 0
}
@ -44,25 +44,25 @@ program Snake {
handler Input phase Input {
let k = key()
if reg(R_MODE) == 0 {
if k == 'w' { if reg(R_DIR) != 1 { setreg(R_DIR, 0) } }
if k == 's' { if reg(R_DIR) != 0 { setreg(R_DIR, 1) } }
if k == 'a' { if reg(R_DIR) != 3 { setreg(R_DIR, 2) } }
if k == 'd' { if reg(R_DIR) != 2 { setreg(R_DIR, 3) } }
if k == 'w' { if reg(R_DIR) != 1 { set_reg(R_DIR, 0) } }
if k == 's' { if reg(R_DIR) != 0 { set_reg(R_DIR, 1) } }
if k == 'a' { if reg(R_DIR) != 3 { set_reg(R_DIR, 2) } }
if k == 'd' { if reg(R_DIR) != 2 { set_reg(R_DIR, 3) } }
}
if reg(R_MODE) == 1 {
if k == 0 { setreg(R_ACK, 1) }
if k == 0 { set_reg(R_ACK, 1) }
if k != 0 { if reg(R_ACK) == 1 { reset(0) } }
}
}
handler Move phase Update {
if reg(R_MODE) == 0 {
setreg(R_TICK, reg(R_TICK) + 1)
set_reg(R_TICK, reg(R_TICK) + 1)
if reg(R_TICK) >= 6 {
setreg(R_TICK, 0)
set_reg(R_TICK, 0)
let len = reg(R_LEN)
for (pt, stg) in query [Pos, Seg] {
if stg.order == len - 1 { setreg(R_TX, pt.x); setreg(R_TY, pt.y) }
if stg.order == len - 1 { set_reg(R_TX, pt.x); set_reg(R_TY, pt.y) }
}
for step in 0 .. len {
let i = len - 1 - step
@ -76,35 +76,35 @@ program Snake {
}
}
}
setreg(R_ATE, 0)
set_reg(R_ATE, 0)
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
if reg(R_DIR) == 0 { ph.y = ph.y - 1 }
if reg(R_DIR) == 1 { ph.y = ph.y + 1 }
if reg(R_DIR) == 2 { ph.x = ph.x - 1 }
if reg(R_DIR) == 3 { ph.x = ph.x + 1 }
if ph.x < 0 { setreg(R_MODE, 1) }
if ph.x >= GW { setreg(R_MODE, 1) }
if ph.y < 0 { setreg(R_MODE, 1) }
if ph.y >= GH { setreg(R_MODE, 1) }
if ph.x == reg(R_FX) { if ph.y == reg(R_FY) { setreg(R_ATE, 1) } }
if ph.x < 0 { set_reg(R_MODE, 1) }
if ph.x >= GW { set_reg(R_MODE, 1) }
if ph.y < 0 { set_reg(R_MODE, 1) }
if ph.y >= GH { set_reg(R_MODE, 1) }
if ph.x == reg(R_FX) { if ph.y == reg(R_FY) { set_reg(R_ATE, 1) } }
}
}
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
for (pb, sb) in query [Pos, Seg] {
if sb.order > 0 {
if pb.x == ph.x { if pb.y == ph.y { setreg(R_MODE, 1) } }
if pb.x == ph.x { if pb.y == ph.y { set_reg(R_MODE, 1) } }
}
}
}
}
if reg(R_ATE) == 1 {
setreg(R_SCORE, reg(R_SCORE) + 1)
set_reg(R_SCORE, reg(R_SCORE) + 1)
spawn Body { Seg { order: len }; Pos { x: reg(R_TX), y: reg(R_TY) } }
setreg(R_LEN, len + 1)
setreg(R_FX, rng_range(0, GW - 1))
setreg(R_FY, rng_range(0, GH - 1))
set_reg(R_LEN, len + 1)
set_reg(R_FX, rng_range(0, GW - 1))
set_reg(R_FY, rng_range(0, GH - 1))
}
}
}