docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/ecs/fn-world_spawn.md
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docs/language/ecs/fn-world_spawn.md
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---
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id: fn-world_spawn
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name: world_spawn
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category: ecs
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kind: builtin
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tokens: world_spawn
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sig: world_spawn(model) -> entity
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tip: Spawn an instance of a model chosen by numeric id at runtime.
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order: 50
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---
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<code>world_spawn</code> creates a new instance of a model chosen by numeric id and returns its `entity` handle — the reflection-ABI counterpart of the static `spawn Label { … }`. Because the model is given as an id (from `world_model_id`) rather than a name written in source, a mod or tool can decide <b>at runtime</b> which kind to create. The new instance is seeded exactly as the static spawn would seed it — every property in the model attached with default field values — after which you can set fields with `world_set`. Use the ordinary `spawn` statement in normal handler code; reach for `world_spawn` when the kind is data, not a literal.
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Parameters:
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- `model` — the model id to instantiate, from `world_model_id`
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```ludic
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program Reinforcements {
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property Position { column: int = 0, row: int = 0 }
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model Enemy { Position }
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handler Reinforce phase Update {
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if Input.key() == ' ' {
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let enemy_model = world_model_id("Enemy")
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let new_enemy = world_spawn(enemy_model)
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Screen.status(str(new_enemy))
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}
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}
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}
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```
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