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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 17:53:22 +03:00
parent 25f987e30d
commit 3c7ec9b016
172 changed files with 5240 additions and 895 deletions

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@ -5,8 +5,34 @@ category: events
kind: keyword
tokens: cancel
sig: cancel
tip: Inside a listener, veto a cancellable event.
tip: Inside a listener, veto the cancellable event being emitted.
order: 2
---
Inside a listener, veto a cancellable event.
`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`.
```ludic
program CancelExample {
event cancellable BeforeOpenDoor { key_count: int = 0 }
var keys: int = 0
var doors_opened: int = 0
@On(BeforeOpenDoor) handler RequireKey { if key_count <= 0 { cancel } }
handler TryOpen phase Update {
if Input.key() == 'o' {
if emit BeforeOpenDoor(key_count: keys) == 0 {
doors_opened = doors_opened + 1
keys = keys - 1
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: doors_opened, color: Color.Gold, scale: 1)
Screen.show()
}
}
```

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@ -0,0 +1,34 @@
---
id: kw-cancellable
name: cancellable
category: events
kind: keyword
tokens: cancellable
sig: event cancellable Name { … }
tip: Marks an event whose listeners may veto it with cancel.
order: 50
---
`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.
```ludic
program CancellableExample {
event cancellable BeforeHurt { amount: int = 0 }
var current_health: int = 100
@On(BeforeHurt) handler AbsorbSmallHits { if amount <= 5 { cancel } }
handler TakeDamage phase Update {
if Input.key() == 'h' {
if emit BeforeHurt(amount: 3) == 0 { current_health = current_health - 3 }
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: current_health, color: Color.Crimson, scale: 1)
Screen.show()
}
}
```

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@ -4,9 +4,31 @@ name: emit
category: events
kind: keyword
tokens: emit
sig: emit Name(field: v)
tip: Fire an event, invoking its listeners.
sig: emit Name(field: value)
tip: Fire an event, running every listener; as an expression it yields the veto flag.
order: 1
---
Fire an event, invoking its listeners. As an expression it yields a cancellable event's cancelled flag.
`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`.
```ludic
program EmitExample {
event cancellable BeforeSpend { amount: int = 0 }
var coins: int = 50
@On(BeforeSpend) handler RejectOverdraft { if amount > coins { cancel } }
handler TrySpend phase Update {
if Input.key() == 'b' {
if emit BeforeSpend(amount: 20) == 0 { coins = coins - 20 }
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: coins, color: Color.Gold, scale: 1)
Screen.show()
}
}
```

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@ -5,8 +5,29 @@ category: events
kind: keyword
tokens: event
sig: event Name { field: T = default }
tip: Declare a public event payload.
tip: Declare a public event carrying a flat payload that listeners react to.
order: 0
---
Declare a public event payload.
`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.
```ludic
program EventExample {
event EnemyDefeated { points: int = 0 }
var score: int = 0
@On(EnemyDefeated) handler AddScore { score = score + points }
@On(EnemyDefeated) handler PlayChime { Screen.status("enemy down") }
handler ScoreOnKey phase Update {
if Input.key() == 'k' { emit EnemyDefeated(points: 10) }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}
```