docs(pkg): document @Namespace / @EngineSystem / @System + package hooks (#62)
Per-annotation pages for the three package-registration annotations (with inventory entries), a "Package-declarable namespaces and engine systems" section in docs/PACKAGES.md, and a changeset. All doc gates green (check-docs 675 fences, docs-check 726 symbols). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/annotations/annot-enginesystem.md
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docs/language/annotations/annot-enginesystem.md
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---
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id: annot-enginesystem
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name: @EngineSystem
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category: annotations
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kind: annotation
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tokens: @EngineSystem
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sig: "@EngineSystem(Component, Phase) function esys_name() { … }"
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tip: Register a package's engine-owned system so the frame loop runs it each phase.
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order: 60
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---
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<code>@EngineSystem(Component, Phase)</code> marks a function as an engine-owned system: the compiler adds it to the engine-system registry, and the frame loop calls it every <code>Phase</code> — after the game's own handlers — whenever the named <code>Component</code> is present in the program. It is the package-declarable form of the built-in engine systems (the ones that advance <code>SpriteAnim</code>/<code>Motion</code>/<code>Light2D</code>), so a third-party controller ships a system the same way the standard library does, with no compiler edit. The function reads and writes components by name through the reflection ABI, so it stays layout-independent and additive: a build that never declares the component compiles byte-for-byte the same. Phases are <code>Input</code>, <code>FixedUpdate</code>, <code>Update</code>, <code>LateUpdate</code> and <code>Render</code>.
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```ludic
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program EngineSystemDemo {
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property Score { value: int = 0 }
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model Player { Score }
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@EngineSystem(Score, Update) function esys_score() -> void { # runs every Update
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let P = world_prop_id("Score")
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let e = world_query_next(P, 0)
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if e >= 0 { world_set(e, P, 0, world_get(e, P, 0) + 1) } # advance by name
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}
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@OnSpawn(Player) handler Init { }
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handler Boot phase Start { let e = world_spawn(world_model_id("Player")) }
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handler Run phase Update {
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let P = world_prop_id("Score")
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print(world_get(world_query_next(P, 0), P, 0)) # grows each frame
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quit()
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}
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}
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```
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