ludic/examples/ecs/world_spawn.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 18:54:21 +03:00

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# world_spawn.ludic — EV2b reflection: a mod creates a fresh entity by model id
# (replaces tests/mod_c/world_spawn.c). world_spawn reuses the compiler's own
# spawn lowering (alloc, kind, component defaults, @OnSpawn), so a mod-spawned
# entity is indistinguishable from one born in source. Prints 1 / 42 / 1.
program WorldSpawn {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
@Public @OnSpawn(Unit) handler Init { } # world table; leave defaults
entry {
let Um = world_model_id("Unit")
let e = world_spawn(Um) # the mod creates an entity
let H = world_prop_id("Health")
let hp = world_field_id(H, "hp")
print(world_has(e, H)) # 1 — spawn attached Health with defaults
world_set(e, H, hp, 42)
print(world_get(e, H, hp)) # 42
print(world_count()) # 1 — it is really in the world
}
}