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

@ -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) }
}
}
}