More documentation
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@@ -1,6 +1,6 @@
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use super::LiteralOrVariable;
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use crate::tree_node::{Expression, Literal, Spanned};
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use crate::{Documentation, documented};
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use helpers::prelude::*;
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documented! {
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#[derive(Debug, PartialEq, Eq)]
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@@ -48,7 +48,7 @@ documented! {
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/// `(number|var).cos();`
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Cos(LiteralOrVariable),
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/// Rounds a number down to the nearest whole number.
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/// ## In Game
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/// ## IC10
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/// `floor r? a(r?|num)`
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/// ## Slang
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/// `(number|var).floor();`
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@@ -131,30 +131,35 @@ documented! {
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#[derive(Debug, PartialEq, Eq)]
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pub enum System {
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/// Pauses execution for exactly 1 tick and then resumes.
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/// ## In Game
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/// yield
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/// ## IC10
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/// `yield`
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/// ## Slang
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/// `yield();`
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Yield,
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/// Represents a function that can be called to sleep for a certain amount of time.
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/// ## In Game
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/// ## IC10
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/// `sleep a(r?|num)`
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/// ## Slang
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/// `sleep(number|var);`
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Sleep(Box<Spanned<Expression>>),
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/// Gets the in-game hash for a specific prefab name.
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/// ## In Game
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/// ## IC10
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/// `HASH("prefabName")`
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/// ## Slang
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/// `HASH("prefabName");`
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Hash(Literal),
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/// Represents a function which loads a device variable into a register.
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/// ## In Game
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/// ## IC10
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/// `l r? d? var`
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/// ## Examples
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/// `l r0 d0 Setting`
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/// `l r1 d5 Pressure`
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/// ## Slang
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/// `loadFromDevice(deviceType, "LogicType");`
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LoadFromDevice(LiteralOrVariable, Literal),
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/// Function which gets a LogicType from all connected network devices that match
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/// the provided device hash and name, aggregating them via a batchMode
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/// ## In Game
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/// lbn r? deviceHash nameHash logicType batchMode
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/// ## Examples
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/// lbn r0 HASH("StructureWallLight") HASH("wallLight") On Minimum
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/// ## IC10
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/// `lbn r? deviceHash nameHash logicType batchMode`
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/// ## Slang
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/// `loadFromDeviceBatchedNamed(deviceHash, deviceName, "LogicType", "BatchMode");`
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LoadBatchNamed(
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LiteralOrVariable,
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Box<Spanned<Expression>>,
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@@ -163,30 +168,28 @@ documented! {
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),
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/// Loads a LogicType from all connected network devices, aggregating them via a
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/// batchMode
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/// ## In Game
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/// lb r? deviceHash logicType batchMode
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/// ## Examples
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/// lb r0 HASH("StructureWallLight") On Minimum
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/// ## IC10
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/// `lb r? deviceHash logicType batchMode`
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/// ## Slang
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/// `loadFromDeviceBatched(deviceHash, "Variable", "LogicType");`
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LoadBatch(LiteralOrVariable, Literal, Literal),
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/// Represents a function which stores a setting into a specific device.
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/// ## In Game
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/// ## IC10
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/// `s d? logicType r?`
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/// ## Example
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/// `s d0 Setting r0`
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/// ## Slang
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/// `setOnDevice(deviceType, "Variable", (number|var));`
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SetOnDevice(LiteralOrVariable, Literal, Box<Spanned<Expression>>),
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/// Represents a function which stores a setting to all devices that match
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/// the given deviceHash
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/// ## In Game
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/// ## IC10
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/// `sb deviceHash logicType r?`
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/// ## Example
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/// `sb HASH("Doors") Lock 1`
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SetOnDeviceBatched(LiteralOrVariable, Literal, Box<Spanned<Expression>>),
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/// Represents a function which stores a setting to all devices that match
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/// both the given deviceHash AND the given nameHash
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/// ## In Game
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/// ## IC10
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/// `sbn deviceHash nameHash logicType r?`
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/// ## Example
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/// `sbn HASH("Doors") HASH("Exterior") Lock 1`
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/// ## Slang
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/// `setOnDeviceBatchedNamed(deviceType, nameHash, "LogicType", (number|var))`
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SetOnDeviceBatchedNamed(
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LiteralOrVariable,
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LiteralOrVariable,
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@@ -226,6 +229,15 @@ pub enum SysCall {
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Math(Math),
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}
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impl Documentation for SysCall {
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fn docs(&self) -> String {
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match self {
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Self::System(s) => s.docs(),
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Self::Math(m) => m.docs(),
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}
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}
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}
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impl std::fmt::Display for SysCall {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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