Expand the function-declaration keyword to the full word across the whole
language and toolchain:
fn name(...) -> T { ... } -> function name(...) -> T { ... }
Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).
Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
34 lines
1.4 KiB
Text
34 lines
1.4 KiB
Text
# ============================================================================
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# arena.ludic — a game that links the Ludic shared library next to it.
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#
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# ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
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# ludicc examples/lib/arena.ludic -o build/arena -Lbuild -lcombat
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#
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# `extern fn` binds a name to a symbol resolved at link time. The library the
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# symbols come from happens to be written in Ludic, but nothing here depends on
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# that: the same declaration binds a C, Rust or Zig library just as well. This
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# is how Ludic reaches the outside world without a C shim.
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# ============================================================================
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program Arena {
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extern function damage(attack: int, armour: int, roll: int) -> int = "damage"
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extern function hits_to_kill(hp: int, attack: int, armour: int) -> int = "hits_to_kill"
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extern function xp_for(level: int, kills: int) -> int = "xp_for"
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property Fighter { hp: int = 30, attack: int = 9, armour: int = 2 }
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handler Boot phase Start {
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spawn Hero { Fighter { hp: 40, attack: 12, armour: 3 } }
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spawn Orc { Fighter { hp: 24, attack: 7, armour: 1 } }
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}
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handler Fight phase Update {
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for (f) in query [Fighter] {
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print(damage(f.attack, f.armour, 0))
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print(damage(f.attack, f.armour, 20))
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print(hits_to_kill(f.hp, f.attack, f.armour))
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}
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print(xp_for(3, 4))
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quit()
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}
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}
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