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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@ -117,8 +117,8 @@ static const LBuiltin LUDIC_BUILTINS[] = {
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{"draw_image","draw_image(id: int, x: int, y: int)","Blit an image at its natural size."},
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{"draw_image_scaled","draw_image_scaled(id: int, x: int, y: int, w: int, h: int)","Blit an image stretched to w x h."},
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{"draw_9slice","draw_9slice(id: int, x: int, y: int, w: int, h: int, inset: int)","Nine-slice an image across a w x h box."},
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{"load_png","load_png(path: str) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
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{"load_sprites","load_sprites(path: str)","Load the sprite sheet used by draw_sprite."},
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{"png_load","png_load(path: str) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
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{"sprites_load","sprites_load(path: str)","Load the sprite sheet used by draw_sprite."},
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{"draw_sprite","draw_sprite(id: int, x: int, y: int)","Blit a sprite."},
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{"draw_sprite_scaled","draw_sprite_scaled(id: int, x: int, y: int, scale: int)","Blit a sprite at an integer scale."},
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{"ui_build","ui_build()","Construct every declared `ui` tree (loads skins and images)."},
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@ -133,7 +133,7 @@ static const LBuiltin LUDIC_BUILTINS[] = {
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{"ui_visible","ui_visible(id: int, on: bool)","Show or hide a widget subtree."},
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{"key","key() -> int","Key code pressed this frame, 0 if none."},
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{"reg","reg(i: int) -> int","Read one of the 64 integer resources shared by systems."},
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{"setreg","setreg(i: int, v: int)","Write one of the 64 integer resources."},
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{"set_reg","set_reg(i: int, v: int)","Write one of the 64 integer resources."},
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{"self","self() -> entity","The entity of the innermost query loop."},
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{"save","save()","Write a binary snapshot of the whole ECS world."},
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{"load","load() -> bool","Restore the snapshot; false if there is none."},
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