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>
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16 changed files with 122 additions and 122 deletions
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@ -1465,7 +1465,7 @@ declare void @win_close()
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@.str1390 = private unnamed_addr constant [3 x i8] c":\0A\00"
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@.str1391 = private unnamed_addr constant [27 x i8] c"'become' outside a machine\00"
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@.str1392 = private unnamed_addr constant [18 x i8] c"become: no state \00"
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@.str1393 = private unnamed_addr constant [31 x i8] c" call void @fn_rt_setreg(i32 \00"
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@.str1393 = private unnamed_addr constant [32 x i8] c" call void @fn_rt_set_reg(i32 \00"
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@.str1394 = private unnamed_addr constant [7 x i8] c", i32 \00"
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@.str1395 = private unnamed_addr constant [3 x i8] c")\0A\00"
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@.str1396 = private unnamed_addr constant [4 x i8] c"%io\00"
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