- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
34 lines
1.8 KiB
Markdown
34 lines
1.8 KiB
Markdown
---
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id: annot-ondespawn
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name: @OnDespawn
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category: annotations
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kind: annotation
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tokens: @OnDespawn
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sig: @OnDespawn(Model, reason: r) handler Name { … }
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tip: Run a handler when a model instance is torn down, optionally knowing why.
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order: 50
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---
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<code>@OnDespawn(Model)</code> is the teardown counterpart to <code>@OnSpawn</code>: it fires once for each instance of the named model as it is removed, whether by an in-world <code>despawn</code> or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional <code>reason: r</code> binding it becomes reason-carrying teardown — <code>r</code> is bound to an <code>EndReason</code> the compiler passes at each teardown site (an in-world despawn passes <code>EndReason.Despawned</code>, program exit passes <code>EndReason.Quit</code>) so one hook can branch on <b>why</b> the instance is ending, the way Unreal's <code>EndPlay(reason)</code> does. Every still-live instance's hook fires at quit, which makes "no silent deaths" real: drop loot on a real death but skip it when the app is simply closing. Add <code>@Public</code> to also emit a <code>model_<Model>_despawn</code> event.
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```ludic
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program DespawnHook {
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property Health { current: int = 0 }
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property Loot { gold: int = 0 }
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model Enemy { Health, Loot }
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@OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
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match teardown_reason {
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EndReason.Quit => { } # app closing — do not drop loot
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_ => { print(Loot.gold) } # died in-world — award the gold
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}
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}
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handler SpawnWave phase Start { spawn Enemy { Health { current: 10 }, Loot { gold: 25 } } }
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handler KillOne phase Render {
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for (Health) in query [Health, {Enemy}] { despawn self() } # prints 25
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quit()
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}
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}
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```
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