ludic/docs/language/annotations/annot-ondespawn.md
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +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()
  }
}