ludic/docs/language/annotations/annot-ondespawn.md
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[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>
2026-09-05 01:12:16 +03:00

1.8 KiB


id: annot-ondespawn name: @OnDespawn category: annotations kind: annotation tokens: @OnDespawn sig: @OnDespawn(Model, reason: r) handler Name { … } tip: Run a handler when a model instance is torn down, optionally knowing why. order: 50

@OnDespawn(Model) is the teardown counterpart to @OnSpawn: it fires once for each instance of the named model as it is removed, whether by an in-world despawn or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional reason: r binding it becomes reason-carrying teardown — r is bound to an EndReason the compiler passes at each teardown site (an in-world despawn passes EndReason.Despawned, program exit passes EndReason.Quit) so one hook can branch on why the instance is ending, the way Unreal's EndPlay(reason) 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 @Public to also emit a model_<Model>_despawn event.

program DespawnHook {
  property Health { current: int = 0 }
  property Loot   { gold: int = 0 }
  model Enemy { Health, Loot }

  @OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
    match teardown_reason {
      EndReason.Quit => { }                            # app closing — do not drop loot
      _              => { print(Loot.gold) }          # died in-world — award the gold
    }
  }

  handler SpawnWave phase Start { spawn Enemy { Health { current: 10 }, Loot { gold: 25 } } }

  handler KillOne phase Render {
    for (Health) in query [Health, {Enemy}] { despawn self() }   # prints 25
    quit()
  }
}