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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@ -5,8 +5,34 @@ category: events
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kind: keyword
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tokens: cancel
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sig: cancel
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tip: Inside a listener, veto a cancellable event.
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tip: Inside a listener, veto the cancellable event being emitted.
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order: 2
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---
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Inside a listener, veto a cancellable event.
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`cancel` is used inside an `@On` listener to <b>veto</b> the `cancellable` event currently being emitted. Calling it sets the payload's cancelled flag, and once the `emit` finishes running its listeners that flag comes back to the caller — `emit E(…)` used as an expression yields `1` when any listener cancelled and `0` otherwise. Guard it behind whatever condition should block the action; listeners that do not `cancel` simply observe. `cancel` is only meaningful in a listener for an event declared `cancellable`.
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```ludic
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program CancelExample {
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event cancellable BeforeOpenDoor { key_count: int = 0 }
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var keys: int = 0
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var doors_opened: int = 0
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@On(BeforeOpenDoor) handler RequireKey { if key_count <= 0 { cancel } }
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handler TryOpen phase Update {
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if Input.key() == 'o' {
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if emit BeforeOpenDoor(key_count: keys) == 0 {
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doors_opened = doors_opened + 1
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keys = keys - 1
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}
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_number(x: 4, y: 4, value: doors_opened, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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34
docs/language/events/kw-cancellable.md
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34
docs/language/events/kw-cancellable.md
Normal file
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@ -0,0 +1,34 @@
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---
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id: kw-cancellable
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name: cancellable
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category: events
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kind: keyword
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tokens: cancellable
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sig: event cancellable Name { … }
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tip: Marks an event whose listeners may veto it with cancel.
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order: 50
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---
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`cancellable` marks an event as a <b>decision, not just a notification</b>. A plain event tells listeners something happened; a `cancellable` event is fired <b>before</b> an action so a listener can veto it by calling `cancel`. The caller reads the verdict back by using `emit` as an expression: it yields `0` when no listener vetoed and `1` when one did, so the action is applied only on `0`. This is the Bukkit / DOM `preventDefault` shape — observation becomes control — and a foreign mod vetoes the same way by setting the payload's trailing cancelled flag over the ABI.
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```ludic
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program CancellableExample {
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event cancellable BeforeHurt { amount: int = 0 }
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var current_health: int = 100
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@On(BeforeHurt) handler AbsorbSmallHits { if amount <= 5 { cancel } }
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handler TakeDamage phase Update {
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if Input.key() == 'h' {
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if emit BeforeHurt(amount: 3) == 0 { current_health = current_health - 3 }
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_number(x: 4, y: 4, value: current_health, color: Color.Crimson, scale: 1)
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Screen.show()
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}
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}
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```
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@ -4,9 +4,31 @@ name: emit
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category: events
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kind: keyword
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tokens: emit
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sig: emit Name(field: v)
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tip: Fire an event, invoking its listeners.
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sig: emit Name(field: value)
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tip: Fire an event, running every listener; as an expression it yields the veto flag.
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order: 1
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---
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Fire an event, invoking its listeners. As an expression it yields a cancellable event's cancelled flag.
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`emit Name(field: value, …)` fires an event: it runs every `@On(Name)` listener in declaration order, passing the named payload fields (any you omit take the event's declared defaults). It desugars to a direct call into the event's generated function, so firing an event is as cheap as calling a function. For a `cancellable` event, `emit` can be used as an <b>expression</b> that yields the cancelled flag — `0` if no listener vetoed, `1` if one did — which is the "check the decision before acting" shape: apply the effect only when the emit returns `0`.
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```ludic
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program EmitExample {
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event cancellable BeforeSpend { amount: int = 0 }
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var coins: int = 50
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@On(BeforeSpend) handler RejectOverdraft { if amount > coins { cancel } }
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handler TrySpend phase Update {
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if Input.key() == 'b' {
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if emit BeforeSpend(amount: 20) == 0 { coins = coins - 20 }
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_number(x: 4, y: 4, value: coins, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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@ -5,8 +5,29 @@ category: events
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kind: keyword
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tokens: event
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sig: event Name { field: T = default }
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tip: Declare a public event payload.
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tip: Declare a public event carrying a flat payload that listeners react to.
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order: 0
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---
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Declare a public event payload.
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`event` declares a public event — a named signal carrying a flat payload of typed fields (each with a default; the payload may be empty). Where lifecycle hooks are the closed reactions the author compiles in, events are the <b>open runtime surface a game exposes to mods</b>: an in-language listener registers with `@On(Name)` and reads the payload fields by name, and `emit Name(field: value, …)` fires every listener in declaration order as a direct call. It all desugars to a generated function — there is no interpreter and no dispatch table — and a program that declares no `event` compiles byte-for-byte as before. Mark an event `cancellable` when a listener should be able to veto the action it announces.
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```ludic
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program EventExample {
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event EnemyDefeated { points: int = 0 }
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var score: int = 0
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@On(EnemyDefeated) handler AddScore { score = score + points }
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@On(EnemyDefeated) handler PlayChime { Screen.status("enemy down") }
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handler ScoreOnKey phase Update {
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if Input.key() == 'k' { emit EnemyDefeated(points: 10) }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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