docs: automated documentation pipeline (per-symbol source → pages)
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Replace the hardcoded landing page and minimal reference with a generated documentation site driven by a single source of truth. - docs/language/**: one file per symbol (93 keywords/types/builtins/namespace methods/operators/annotations), each with front-matter (id, kind, tokens, sig, tip) + description + a ```ludic example. Seeded by exploding the former inline SECTIONS list; these files are now the source of truth. - docs/site/: site.json (editable hero/features/showcase/messaging, not hardcoded) + snippets/*.ludic (real programs shown on the landing page). - tools/docgen/gen.py: generates index.html, api.html, ludic-highlight.js and symbols.json. The highlighter's symbol tables, hover tips and jump anchors are GENERATED from the per-symbol files — add a symbol and it is recognized, tipped and linked in every snippet automatically. Python stdlib only. - tools/docgen/check.py: verifies the pages contract + that no snippet token links to a missing reference anchor. - .forgejo/workflows/docs.yml: rebuilds and publishes to the pages branch on every push to main touching the docs sources. Consumes the new Screen.*/Color.*/named-arg API and the 221-color palette. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7
docs/language/structure/_section.md
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docs/language/structure/_section.md
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---
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id: structure
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title: Program structure
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order: 0
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---
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The shape of a Ludic program: one <code>program</code> block holding declarations.
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docs/language/structure/kw-const.md
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docs/language/structure/kw-const.md
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---
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id: kw-const
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name: const
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category: structure
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kind: keyword
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tokens: const
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sig: const NAME: T = value
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tip: A compile-time constant.
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order: 5
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---
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A compile-time constant. Folds directly into the code — no storage, no cost.
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12
docs/language/structure/kw-extern.md
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docs/language/structure/kw-extern.md
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---
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id: kw-extern
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name: extern
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category: structure
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kind: keyword
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tokens: extern
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sig: extern fn name(a: T) -> R = "symbol"
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tip: Bind a name to an external C-ABI symbol — the seam for platform and library calls.
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order: 12
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---
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Bind a name to an external C-ABI symbol — the seam for platform and library calls.
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12
docs/language/structure/kw-fn.md
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docs/language/structure/kw-fn.md
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---
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id: kw-fn
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name: fn
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category: structure
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kind: keyword
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tokens: fn
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sig: fn name(a: T, b: T) -> R { … }
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tip: A function.
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order: 8
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---
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A function. Call it positionally or with named arguments: <code>name(a: 1, b: 2)</code>.
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docs/language/structure/kw-handler.md
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docs/language/structure/kw-handler.md
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---
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id: kw-handler
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name: handler
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category: structure
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kind: keyword
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tokens: handler
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sig: handler Name phase P { … }
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tip: A block of code the engine runs every frame during phase P.
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order: 3
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---
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A block of code the engine runs every frame during phase <code>P</code>. With a query, the body runs once per matching entity.
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```ludic
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handler Move phase Update { … }
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```
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12
docs/language/structure/kw-import.md
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docs/language/structure/kw-import.md
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---
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id: kw-import
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name: import
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category: structure
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kind: keyword
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tokens: import
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sig: import "file.ludic"
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tip: Splice another Ludic file into this program.
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order: 10
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---
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Splice another Ludic file into this program. Paths resolve relative to the importer; re-imports are free.
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docs/language/structure/kw-let.md
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docs/language/structure/kw-let.md
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---
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id: kw-let
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name: let
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category: structure
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kind: keyword
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tokens: let
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sig: let name = value
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tip: An immutable binding, scoped to the block it appears in.
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order: 7
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---
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An immutable binding, scoped to the block it appears in.
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docs/language/structure/kw-model.md
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docs/language/structure/kw-model.md
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---
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id: kw-model
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name: model
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category: structure
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kind: keyword
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tokens: model
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sig: model Name { PropA, PropB, … }
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tip: A named bundle of properties, so an entity that always travels together is spawned by one name.
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order: 2
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---
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A named bundle of properties, so an entity that always travels together is spawned by one name.
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```ludic
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model Player { Health, Shield }
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```
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docs/language/structure/kw-module.md
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docs/language/structure/kw-module.md
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---
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id: kw-module
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name: module
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category: structure
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kind: keyword
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tokens: module
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sig: module Name { @export fn … }
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tip: Build a shared library of plain C-ABI symbols instead of an executable.
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order: 11
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---
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Build a shared library of plain C-ABI symbols instead of an executable.
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docs/language/structure/kw-phase.md
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docs/language/structure/kw-phase.md
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---
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id: kw-phase
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name: phase
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category: structure
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kind: phase
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tokens: Start Input Update FixedUpdate Render
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sig: phase Start | Input | Update | FixedUpdate | Render
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tip: When a handler runs.
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order: 4
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---
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When a handler runs. <b>Start</b> once at boot; <b>Input</b> reads the keyboard; <b>Update</b> is the per-frame step; <b>FixedUpdate</b> is the deterministic fixed-step; <b>Render</b> draws the frame.
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12
docs/language/structure/kw-program.md
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docs/language/structure/kw-program.md
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---
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id: kw-program
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name: program
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category: structure
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kind: keyword
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tokens: program
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sig: program Name { … }
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tip: The top-level unit.
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order: 0
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---
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The top-level unit. A program compiles to one native game; everything else lives inside it.
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16
docs/language/structure/kw-property.md
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docs/language/structure/kw-property.md
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---
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id: kw-property
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name: property
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category: structure
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kind: keyword
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tokens: property
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sig: property Name { field: T = default, … }
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tip: A component: a named record of fields an entity can carry.
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order: 1
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---
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A component: a named record of fields an entity can carry. Fields have a type and a default.
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```ludic
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property Pos { x: int = 0, y: int = 0 }
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```
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12
docs/language/structure/kw-return.md
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docs/language/structure/kw-return.md
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---
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id: kw-return
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name: return
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category: structure
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kind: keyword
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tokens: return
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sig: return value
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tip: Return from a function.
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order: 9
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---
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Return from a function.
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16
docs/language/structure/kw-var.md
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docs/language/structure/kw-var.md
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---
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id: kw-var
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name: var
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category: structure
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kind: keyword
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tokens: var
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sig: var name: T = value
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tip: A mutable binding.
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order: 6
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---
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A mutable binding. At program scope it is your game's persistent, named state — the modern replacement for numeric registers.
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```ludic
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var score: int = 0
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```
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