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<title>@Public — Ludic</title>
<meta name="description" content="Promote a lifecycle hook to a public event other modules can listen for.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@Public</span></div>
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<h1 id="top">@Public</h1>
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<code class="sig">@Public @OnSpawn(Model) handler … { … }</code>
<div class="desc"><p><code>@Public</code> stacks in front of a lifecycle hook to also emit a well-named event at the same moment the hook fires, so other modules (or mods) can react without touching the original code. It turns a private hook into a public seam: <code>@Public @OnSpawn(Model)</code> emits <code>model_&lt;Model&gt;_spawn</code>, <code>@OnDespawn</code> emits <code>model_&lt;Model&gt;_despawn</code>, the property hooks emit <code>prop_&lt;Property&gt;_attach</code>/<code>_detach</code>/<code>_enable</code>/<code>_disable</code>, and <code>@OnStart</code>/<code>@OnQuit</code> emit <code>program_start</code>/<code>program_quit</code>. This is the same lowering the event system uses, so anyone can <code>@On</code> the generated event to extend behavior at that lifecycle point. Add it when a hook marks an extension point you want to keep open across a modular codebase.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program PublicSpawn {
property Health { current: int = 0, maximum: int = 100 }
model Enemy { Health }
@Public @OnSpawn(Enemy) handler InitEnemy { # also emits model_Enemy_spawn
Health.current = Health.maximum
}
@On(model_Enemy_spawn) handler AnnounceEnemy { # another module hooks the public event
print(1) # 1 — reacts to every Enemy spawn
}
handler SpawnWave phase Start {
spawn Enemy { Health { current: 0, maximum: 100 } }
}
}</pre></div>
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