ludic/docs/language/random/random-range.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
Rebuild the API Reference around one page per symbol and richer, verified content.

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- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
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Deep linking in every snippet & example
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  `Color`→palette page, `Charcoal`→its swatch — separately.
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Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
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  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
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  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: random-range
name: Random.range
category: random
kind: namespace-method
tokens: Random.range
sig: Random.range(low, high) -> int
tip: A random integer in the inclusive range [low, high].
order: 0
ns: Random
member: range
---
Returns a random integer between <code>low</code> and <code>high</code>, inclusive of both ends — so <code>Random.range(low: 0, high: 3)</code> can return <code>0</code>, <code>1</code>, <code>2</code>, or <code>3</code>. Use it to place things randomly on a grid, pick from a list of options by index, or add jitter to positions and timers. The sequence is deterministic for a given seed, so call <code>Random.seed</code> first if you need reproducible runs. To pick a random <code>column</code> across a grid of width <code>GRID_WIDTH</code>, pass <code>high: GRID_WIDTH - 1</code>, since the last valid index is one less than the count.
Parameters:
- `low` — the smallest value that can be returned (inclusive)
- `high` — the largest value that can be returned (inclusive)
```ludic
program ScatterPickups {
property Position { column: int = 0, row: int = 0 }
model Pickup { Position }
const GRID_WIDTH: int = 20
const GRID_HEIGHT: int = 15
const TILE_SIZE: int = 16
handler SeedPickups phase Start {
Random.seed(value: 7)
for spawn_index in 0 .. 5 {
spawn Pickup {
Position {
column: Random.range(low: 0, high: GRID_WIDTH - 1),
row: Random.range(low: 0, high: GRID_HEIGHT - 1)
}
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Pickup}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.Gold)
}
Screen.show()
}
}
```