Adds the rest of the game/entity/property lifecycle as @-hooks, each firing at
one timeline moment and reducing to ordinary code:
- @OnStart / @OnQuit (program): @OnStart aliases the Start phase; @OnQuit runs in
the frame loop's done: block, after the loop stops and before teardown.
- @OnDespawn(Model) (entity): a destructor. Despawn doesn't statically know the
entity's model, so hooks compile to @on_despawn_<Model>(entity) functions and
emit_despawn dispatches on @L_kind. Symmetric with @OnSpawn.
- @OnAttach(Property): fires in emit_init_component once a property is attached
and seeded, with the property bound by name.
Registries + parsing mirror @OnSpawn. examples/lifecycle.ludic narrates the whole
timeline (output 1 700 50 950 2). Behaviour-preserving (goldens byte-identical,
despawn users unaffected when no hooks registered); test.sh 16/16, fixpoint holds.
Deferred: @OnDetach (per-property runtime dispatch) and scene @OnEnter/@OnExit
(need scene support in the compiler).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>