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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---
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id: fn-is_server
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name: is_server / is_owner / local_id
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name: is_server
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category: networking
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kind: builtin
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tokens: is_server is_owner local_id
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sig: is_server() -> bool is_owner(e) -> bool local_id() -> int
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tip: Role and identity checks the runtime sets.
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order: 3
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tokens: is_server
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sig: is_server() -> bool
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tip: Whether this peer is the authority.
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order: 50
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---
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The runtime sets the local role. <code>is_server()</code> is the authority check, <code>is_owner(e)</code> is true when this peer owns <code>e</code>, and <code>local_id()</code> is this peer's id. Prefer role annotations to sprinkling these through gameplay code.
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<code>is_server</code> returns whether the local peer is currently acting as the authority. The networking runtime sets the peer's role register (via <code>set_role</code>); offline it defaults to server, so an un-networked build reports <code>true</code> and every role guard collapses to "run here." This is the low-level read behind the <code>@Server</code> handler annotation — and in ordinary gameplay code you should reach for the annotation instead, since scattering <code>is_server()</code> branches through your simulation is exactly the readability footgun the role annotations exist to remove. Use the raw check only when you are driving the loop yourself.
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```ludic
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program AuthorityGate {
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property Score { total: int = 0 }
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model Scoreboard { Score }
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@Server handler AwardPoints phase Update {
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for (Score) in query [Score] { Score.total = Score.total + 10 }
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}
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entry {
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spawn Scoreboard { Score { total: 0 } }
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if is_server() { print(1) } else { print(0) } # 1 offline — defaults to authority
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}
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}
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```
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