ludic/docs/language/annotations/annot-ondespawn.md
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
  slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
  fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
  int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
  `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
  and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
  Node.file + Node.line set by node()); tok_desc() in expectation errors;
  duplicate `function` names and unknown `phase` names are reported in
  source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
  `is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
  (docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
  Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:16 +03:00

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Markdown

---
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
---
<code>@OnDespawn(Model)</code> is the teardown counterpart to <code>@OnSpawn</code>: it fires once for each instance of the named model as it is removed, whether by an in-world <code>despawn</code> or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional <code>reason: r</code> binding it becomes reason-carrying teardown — <code>r</code> is bound to an <code>EndReason</code> the compiler passes at each teardown site (an in-world despawn passes <code>EndReason.Despawned</code>, program exit passes <code>EndReason.Quit</code>) so one hook can branch on <b>why</b> the instance is ending, the way Unreal's <code>EndPlay(reason)</code> 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 <code>@Public</code> to also emit a <code>model_&lt;Model&gt;_despawn</code> event.
```ludic
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()
}
}
```