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

@ -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))
}
}
}