Fixed bug where negative consts were not valid slang, revised build script to build the workshop folder to the release folder.

This commit is contained in:
2025-12-06 19:56:05 -07:00
parent d6548502cd
commit 0ea58e4921
7 changed files with 104 additions and 4 deletions

70
ModData/About/About.xml Normal file
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@@ -0,0 +1,70 @@
<?xml version="1.0" encoding="utf-8"?>
<ModMetadata xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Name>StationeersSlang</Name>
<Author>JoeDiertay</Author>
<Version>0.1.0</Version>
<Description>
Slang (Stationeers Language) is a high-level programming language that compiles directly into IC10 within the game.
Features:
- In-Game Compilation: Write C-style code directly in the IC editor.
- Automatic Register Management: Define variables with 'let' (e.g., let x = 10) without managing r0-r15.
- Standard Control Flow: Use if/else, while, loop, break, and continue.
- Functions: Define and call functions with arguments.
- Smart Editor: Real-time syntax highlighting and error checking (red text for errors).
- Persistent Source: Your high-level source code is saved inside the chip data, so you can edit it later.
- Constant Folding: Mathematical operations on constants are calculated at compile time to save instructions.
- Device Aliasing: Easy device mapping (e.g., device sensor = "d0").
Installation:
This is a StationeersLaunchPad Plugin Mod. It requires BepInEx to be installed.
Usage:
1. Open any IC10 housing or editor.
2. Write Slang code.
3. Press Confirm to compile and run.
</Description>
<Tags>
<Tag>Logic</Tag>
<Tag>Scripting</Tag>
<Tag>Code</Tag>
<Tag>BepInEx</Tag>
<Tag>StationeersLaunchPad</Tag>
<Tag>Quality of Life</Tag>
</Tags>
<InGameDescription><![CDATA[
<size=30><color=#ffff00>Slang - High Level Language Compiler</color></size>
A modern programming experience for Stationeers. Write C-style code that compiles to MIPS assembly instantly.
<color=#ffa500><b>Features</b></color>
- <b>In-Game Compilation:</b> Write high-level logic directly in the chip editor.
- <b>Automatic Registers:</b> Stop juggling <color=#add8e6>r0-r15</color>. Just use <color=#569cd6>let</color> variables.
- <b>Control Flow:</b> Full support for <color=#c586c0>if</color>, <color=#c586c0>else</color>, <color=#c586c0>while</color>, and <color=#c586c0>loop</color>.
- <b>Smart Editor:</b> Integrated syntax highlighting and real-time error checking.
- <b>Persistent Code:</b> Your Slang source code is saved with the chip, so you never lose your work.
- <b>Optimization:</b> The compiler automatically optimizes constant math (e.g., <color=#b5cea8>1 + 2</color> becomes <color=#b5cea8>3</color>).
<color=#ffa500><b>Example Code</b></color>
<color=#569cd6>device</color> sensor = <color=#ce9178>"d0"</color>;
<color=#569cd6>const</color> MAX_TEMP = <color=#b5cea8>300k</color>;
<color=#c586c0>loop</color> {
<color=#569cd6>let</color> temp = sensor.Temperature;
<color=#c586c0>if</color> (temp > MAX_TEMP) {
<color=#6a9955>// Do logic here</color>
}
yield();
}
<b><color=#ffff00>Installation</color></b>
This is a <color=#ffa500>StationeersLaunchPad</color> Plugin Mod. It requires BepInEx to be installed.
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad
Source Code: https://github.com/dbidwell94/stationeers_lang
]]>
</InGameDescription>
<Dependencies>
<Dependency>IC10Editor</Dependency>
</Dependencies>
<LoadAfter>IC10Editor</LoadAfter>
</ModMetadata>

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@@ -5,6 +5,7 @@ set -e
RUST_DIR="rust_compiler"
CSHARP_DIR="csharp_mod"
RELEASE_DIR="release"
METADATA_DIR="ModData"
export RUSTFLAGS="--remap-path-prefix=${PWD}=. --remap-path-prefix=${HOME}/.cargo=~/.cargo"
@@ -39,9 +40,13 @@ echo "--------------------"
RUST_WIN_EXE="$RUST_DIR/target/x86_64-pc-windows-gnu/release/slang.exe"
RUST_WIN_DLL="$RUST_DIR/target/x86_64-pc-windows-gnu/release/slang.dll"
RUST_LINUX_BIN="$RUST_DIR/target/x86_64-unknown-linux-gnu/release/slang"
CHARP_DLL="$CSHARP_DIR/bin/Release/net48/StationeersSlang.dll"
CSHARP_DLL="$CSHARP_DIR/bin/Release/net48/StationeersSlang.dll"
# Remove the release directory if it exists so we have a fresh build dir
if [[ -d "$RELEASE_DIR" ]]; then
rm -rd "$RELEASE_DIR"
fi
# Check if the release dir exists, if not: create it.
if [[ ! -d "$RELEASE_DIR" ]]; then
mkdir "$RELEASE_DIR"
fi
@@ -51,6 +56,9 @@ cp "$RUST_WIN_EXE" "$RELEASE_DIR/slang.exe"
# This is the linux executable
cp "$RUST_LINUX_BIN" "$RELEASE_DIR/slang"
# This is the DLL mod itself
cp "$CHARP_DLL" "$RELEASE_DIR/StationeersSlang.dll"
cp "$CSHARP_DLL" "$RELEASE_DIR/StationeersSlang.dll"
# This is the rust-only compiler for use in injecting into the mod
cp "$RUST_WIN_DLL" "$RELEASE_DIR/rust_slang.dll"
# This is the whole bundled workshop release version of the mod
cp -r "$METADATA_DIR" "$RELEASE_DIR/workshop"
cp "$CSHARP_DLL" "$RELEASE_DIR/workshop/StationeersSlang.dll"

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@@ -1349,11 +1349,24 @@ impl<'a> Parser<'a> {
}
fn literal(&mut self) -> Result<Literal, Error> {
let current_token = self.current_token.as_ref().ok_or(Error::UnexpectedEOF)?;
let current_token = self.current_token.clone().ok_or(Error::UnexpectedEOF)?;
let literal = match current_token.token_type {
TokenType::Number(num) => Literal::Number(num),
TokenType::String(ref string) => Literal::String(string.clone()),
TokenType::Boolean(boolean) => Literal::Boolean(boolean),
TokenType::Symbol(Symbol::Minus) => match self.get_next()? {
Some(Token {
token_type: TokenType::Number(num),
..
}) => Literal::Number(-*num),
Some(wrong_token) => {
return Err(Error::UnexpectedToken(
Self::token_to_span(wrong_token),
wrong_token.clone(),
));
}
None => return Err(Error::UnexpectedEOF),
},
_ => {
return Err(Error::UnexpectedToken(
self.current_span(),

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@@ -151,3 +151,12 @@ fn test_const_hash_expression() -> Result<()> {
assert_eq!("(const i = hash(\"item\"))", expr.to_string());
Ok(())
}
#[test]
fn test_negative_literal_const() -> Result<()> {
let expr = parser!(r#"const i = -123"#).parse()?.unwrap();
assert_eq!("(const i = -123)", expr.to_string());
Ok(())
}