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<title>world_kind — Ludic</title>
<meta name="description" content="The model id of an instance — which kind of thing it is.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">world_kind</span></div>
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<span class="kind-badge kind-builtin">function</span>
<h1 id="top">world_kind</h1>
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<code class="sig">world_kind(target) -&gt; int</code>
<div class="desc"><p><code>world_kind</code> returns the model id of a given instance — that is, which kind of thing it is — as an <code>int</code>. Compare the result against ids from <code>world_model_id</code> to branch generically on an instance's kind without knowing it at compile time, the reflection-ABI stand-in for the <code>{Model}</code> tag filter in a static <code>query</code>. It is the natural partner of <code>world_query_next</code> when you walk instances by id and need to tell players from enemies. Pass the instance handle you want to classify.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-target"><code class="pname">target</code><span class="pdesc">the model instance to classify, an <code>entity</code> handle</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Classify {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
model Enemy { Position }
handler Boot phase Start {
spawn Hero { Position { column: 2, row: 2 } }
spawn Grunt { Position { column: 8, row: 2 } }
}
handler Inspect phase Update {
let enemy_model = world_model_id("Enemy")
for (position) in query [Position] {
if world_kind(self()) == enemy_model { Screen.status("found an enemy") }
}
}
}</pre></div>
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