feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity)
Ludic's ECS is already pool-based — the allocator recycles freed entity slots through a freelist (L_alloc pops @L_freen before growing @L_entc), and component storage is fixed per-entity arrays, so spawn/despawn churn (bullet-hell/horde) does no per-spawn heap allocation and cannot fragment. Expose that with a Pool.* namespace so a game can watch reuse: Pool.live (alive now), Pool.free (recycled slots waiting), Pool.reserved (high-water — stays flat across a steady spawn/despawn loop, proving reuse not reallocation), Pool.capacity (the fixed cap). Zero-cost inline reads of the existing counters. Example pool.ludic proves the key property: after despawn+respawn, Pool.reserved() stays 3 (freed slot reused) — prints 0 0 3 3 0 2 1 3 0 3 1. 4 docs pages. Full suite 118/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/pool/_section.md
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docs/language/pool/_section.md
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---
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id: pool
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title: Pool
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order: 35
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---
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Entity-pool statistics. Ludic's ECS is already pool-based: the allocator recycles freed entity slots through a freelist (a <a href="../structure/kw-model"><code>despawn</code></a>ed slot is reused by the next <code>spawn</code> before any new slot is taken), and component storage is fixed per-entity arrays — so spawning and despawning many entities per frame does no per-spawn heap allocation and cannot fragment. <a href="pool-live"><code>Pool.live</code></a> / <a href="pool-free"><code>Pool.free</code></a> / <a href="pool-reserved"><code>Pool.reserved</code></a> / <a href="pool-capacity"><code>Pool.capacity</code></a> read those counters so a bullet-hell or horde game can watch reuse and budget against the cap.
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docs/language/pool/pool-capacity.md
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docs/language/pool/pool-capacity.md
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---
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id: pool-capacity
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name: Pool.capacity
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category: pool
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kind: namespace-method
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tokens: Pool.capacity
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sig: Pool.capacity() -> int
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tip: The maximum number of entities.
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order: 4
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ns: Pool
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member: capacity
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---
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Returns the maximum number of live entities (the fixed entity-array size). Budget spawns against it — a horde/bullet-hell game keeps <a href="pool-live"><code>Pool.live</code></a> under <code>Pool.capacity()</code>.
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docs/language/pool/pool-free.md
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docs/language/pool/pool-free.md
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id: pool-free
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name: Pool.free
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category: pool
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kind: namespace-method
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tokens: Pool.free
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sig: Pool.free() -> int
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tip: How many freed slots are waiting to be reused.
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order: 2
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ns: Pool
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member: free
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---
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Returns how many freed entity slots are on the freelist, waiting to be reused by the next <code>spawn</code>. This is the pool depth — despawning bullets/enemies raises it, and the next wave draws them back down with no allocation.
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docs/language/pool/pool-live.md
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docs/language/pool/pool-live.md
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---
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id: pool-live
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name: Pool.live
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category: pool
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kind: namespace-method
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tokens: Pool.live
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sig: Pool.live() -> int
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tip: How many entities are currently alive.
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order: 1
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ns: Pool
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member: live
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---
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Returns the number of entities currently alive (reserved minus free). Despawning drops it and spawning raises it; a recycled slot does not change <a href="pool-reserved"><code>Pool.reserved</code></a>.
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docs/language/pool/pool-reserved.md
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docs/language/pool/pool-reserved.md
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---
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id: pool-reserved
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name: Pool.reserved
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category: pool
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kind: namespace-method
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tokens: Pool.reserved
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sig: Pool.reserved() -> int
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tip: High-water: how many slots have ever been allocated.
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order: 3
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ns: Pool
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member: reserved
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---
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Returns the high-water mark — how many entity slots have ever been allocated. It only grows when a <code>spawn</code> finds the freelist empty; a spawn that reuses a freed slot leaves it unchanged, so a steady-state spawn/despawn loop keeps <code>reserved</code> flat (the proof that slots are pooled, not reallocated).
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