feat(ecs): engine-owned systems auto-tick user components (#43)
Adds the ECS hook issues #43 and #47 named as their real dependency: a system the *engine* owns, inserted into the frame loop over a component a game merely declares and carries — no `handler` wired. - runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance: loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/ in-out), both on the by-name reflection ABI, integer + deterministic. - backend: emit_engine_systems_for_phase inserts the calls after every user handler in a phase (auto-loop and the drivable tick helpers alike); uses_engine_systems() drives the systems.ludic splice, the world-table force-emit, and makes a component-only game count as a systems game. - A game that declares neither component is byte-for-byte unchanged. Worked example + regression: examples/library/anim_ecs.ludic. Full suite 73 passed, self-host C-free bootstrap fixpoint intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -160,7 +160,7 @@ function emit_program() -> void {
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i = i + 1
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}
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.*)
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect or g_uses_esys) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.* / engine systems)
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
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if has_ui() { emit_ui_build() }
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