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<meta name="description" content="A model with preset component fields — spawn it, override what varies.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#structure">Program structure</a> <span>›</span> <span class="here">prefab</span></div>
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<h1 id="top">prefab</h1>
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<code class="sig">prefab Name: Model { Comp { field: value }, … }</code>
<div class="desc"><p>A <code>prefab</code> names a model together with preset field values, so what every spawn of a kind shares is written once: <code>prefab Grunt: Creature { Stats { hp: 30 }, Weapon { def_id: 1 } }</code>. <code>spawn Grunt { Position { x: 40 } }</code> spawns the model with the prefab's presets and then the spawn's own fields on top. Prefabs chain — <code>prefab Grunt: Foe</code> where <code>Foe</code> is itself a prefab — so shared presets live in one place. Field values are ordinary expressions evaluated at each spawn (a preset may read a global such as a loaded sprite id), <code>@OnSpawn(Model)</code> runs as for any spawn of the model, <code>spawn</code> is also an expression yielding the new entity, and <code>Prefab.spawn(name:)</code> picks a prefab by name at runtime.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic"># doc-check: skip — composite: prefabs plus their spawns
prefab Foe: Creature { Faction { id: 2 }, Body { policy: BodyPolicy.TopDown } }
prefab Grunt: Foe { Stats { hp: 30, max_hp: 30 }, Weapon { def_id: WeaponId.Bite } }
let grunt = spawn Grunt { Position { x: 40, y: 60 } }
let other = Prefab.spawn(name: "Grunt")</pre></div>
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