Mechanical sweep of all .sx sources, plan docs, and tests/expected
snapshots for the sx language rename (s8/s16/s32/s64 -> i8/i16/i32/i64).
Verified: tools/run_tests.sh 23/23.
Note: the ios-sim build has 2 pre-existing 'restart' dot-call errors
from the sx opt-in UFCS change (sx a47ea14) — independent of this
rename (present pre-sweep); migrated in the follow-up commit.
Drop the ':' before captures (for xs (x) / for 0..n (i)); the index
capture becomes the trailing open range (for xs, 0.. (x, i)). 136
headers across 26 files, mechanical.
Five headless tests (banner_layout, hit_test, swipe_commit,
swipe_intent, swipe_reshuffle) also gain a direct
#import "modules/ui/types.sx" — they named Point/Frame through a
transitive import, which bare visibility no longer permits.
Gates: sx build --target ios-sim main.sx links; tools/run_tests.sh
23/23.
Scale each cascade round's base points by combo_multiplier(round) = the
1-based round index (round 1 x1, round 2 x2, ...), so deeper chains pay
out more. resolve now reads score_round before each clear, accumulates
score_round * combo_multiplier(round) into Board.score, and reports the
settle's payout as the new Cascade.awarded field. A depth-1 settle scores
exactly its base (x1, no bonus); any multi-round chain strictly exceeds
the same clears scored flat.
resolve_step keeps its signature (no scoring), so cascade.sx and its
golden are unchanged; score_round/add_round_score are untouched, so
score.sx is unchanged. New tests/combo.sx golden locks exact cumulative
scores for a single-round clear (30), the P2.4 cascade board (flat 60 ->
mult 90), and a controlled 3-round chain (flat 90 -> mult 180), printing
per-round base/multiplier/points so the golden self-explains.