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11
Changelog.md
11
Changelog.md
@@ -1,5 +1,16 @@
|
|||||||
# Changelog
|
# Changelog
|
||||||
|
|
||||||
|
[0.4.5]
|
||||||
|
|
||||||
|
- Fixed issue where after clicking "Cancel" on the IC10 Editor, the side-by-side
|
||||||
|
IC10 output would no longer update with highlighting or code updates.
|
||||||
|
- Added ability to live-reload the mod while developing using the `ScriptEngine`
|
||||||
|
mod from BepInEx
|
||||||
|
- This required adding in cleanup code to cleanup references to the Rust DLL
|
||||||
|
before destroying the mod instance.
|
||||||
|
- Added BepInEx debug logging. This will ONLY show if you have debug logs
|
||||||
|
enabled in the BepInEx configuration file.
|
||||||
|
|
||||||
[0.4.4]
|
[0.4.4]
|
||||||
|
|
||||||
- Added Stationpedia docs back after removing all harmony patches from the mod
|
- Added Stationpedia docs back after removing all harmony patches from the mod
|
||||||
|
|||||||
@@ -2,11 +2,11 @@
|
|||||||
<ModMetadata xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
<ModMetadata xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
|
||||||
<Name>Slang</Name>
|
<Name>Slang</Name>
|
||||||
<Author>JoeDiertay</Author>
|
<Author>JoeDiertay</Author>
|
||||||
<Version>0.4.4</Version>
|
<Version>0.4.5</Version>
|
||||||
<Description>
|
<Description>
|
||||||
[h1]Slang: High-Level Programming for Stationeers[/h1]
|
[h1]Slang: High-Level Programming for Stationeers[/h1]
|
||||||
|
|
||||||
Stop writing assembly. Start writing code.
|
Iterate faster. Stop writing assembly. Start writing code.
|
||||||
|
|
||||||
Slang (Stationeers Language) brings modern programming to Stationeers. It allows you to write scripts using a familiar C-style syntax (variables, functions, if/else, loops) directly in the in-game editor. When you hit confirm, Slang compiles your code into IC10 instantly.
|
Slang (Stationeers Language) brings modern programming to Stationeers. It allows you to write scripts using a familiar C-style syntax (variables, functions, if/else, loops) directly in the in-game editor. When you hit confirm, Slang compiles your code into IC10 instantly.
|
||||||
|
|
||||||
@@ -15,7 +15,7 @@ Slang (Stationeers Language) brings modern programming to Stationeers. It allows
|
|||||||
[h2]Features[/h2]
|
[h2]Features[/h2]
|
||||||
[list]
|
[list]
|
||||||
[*] [b]In-Game Compilation:[/b] No external tools needed. Write Slang directly in the IC editor.
|
[*] [b]In-Game Compilation:[/b] No external tools needed. Write Slang directly in the IC editor.
|
||||||
[*] [b]No More Register Juggling:[/b] Define variables with let (e.g., let temp = 300). The compiler manages r0-r15 for you.
|
[*] [b]No More Register Juggling:[/b] Define variables with let (e.g., let temp = 200c). The compiler manages r0-r15 for you.
|
||||||
[*] [b]Control Flow:[/b] Write readable logic with if, else, while, loop, break, and continue.
|
[*] [b]Control Flow:[/b] Write readable logic with if, else, while, loop, break, and continue.
|
||||||
[*] [b]Functions:[/b] Create reusable code blocks with arguments.
|
[*] [b]Functions:[/b] Create reusable code blocks with arguments.
|
||||||
[*] [b]Smart Editor:[/b] Get real-time syntax highlighting and error checking (red text) as you type.
|
[*] [b]Smart Editor:[/b] Get real-time syntax highlighting and error checking (red text) as you type.
|
||||||
@@ -53,14 +53,13 @@ loop {
|
|||||||
[h2]Known Issues (Beta)[/h2]
|
[h2]Known Issues (Beta)[/h2]
|
||||||
[list]
|
[list]
|
||||||
[*] [b]Stack Access:[/b] Direct stack memory access is disabled to prevent conflicts with the compiler's internal memory management. A workaround is being planned.
|
[*] [b]Stack Access:[/b] Direct stack memory access is disabled to prevent conflicts with the compiler's internal memory management. A workaround is being planned.
|
||||||
[*] [b]Documentation:[/b] In-game tooltips for syscalls (like load, set) are WIP. Check the "Slang" entry in the Stationpedia (F1) for help.
|
[*] [b]Documentation:[/b] In-game tooltips for syscalls (like load, set) are WIP. Check the "Slang" entry in the Stationpedia (F1) for help, or checkout [url=https://github.com/dbidwell94/stationeers_lang/blob/master/docs/getting-started.md]The Docs[/url] for guides on how to get started.
|
||||||
[/list]
|
[/list]
|
||||||
|
|
||||||
[h2]Planned Features[/h2]
|
[h2]Planned Features[/h2]
|
||||||
[list]
|
[list]
|
||||||
[*] Enhanced LSP features (Autocomplete, Go to Definition).
|
[*] Enhanced LSP features (Autocomplete, Go to Definition).
|
||||||
[*] Full feature parity with all IC10 instructions.
|
[*] Full feature parity with all IC10 instructions.
|
||||||
[*] Tutorials and beginner script examples.
|
|
||||||
[/list]
|
[/list]
|
||||||
|
|
||||||
[h2]FAQ[/h2]
|
[h2]FAQ[/h2]
|
||||||
@@ -70,10 +69,18 @@ A: The Slang compiler is built in Rust for performance and reliability. It is co
|
|||||||
[b]Q: Is this compatible with my current save?[/b]
|
[b]Q: Is this compatible with my current save?[/b]
|
||||||
A: Yes! Slang does not modify any existing IC10 code, it is only a compiler. As a matter of fact: if you wish to stop using Slang at any time, your compiled IC10 will still exist on the chip. However: Slang adds a comment at the bottom of your compiled IC10 which is a GZIP and base64 encoded version of your Slang source code. This might break line limits with Slang not installed. If you wish to no longer use Slang, I recommend you remove this comment from the source code after uninstalling Slang.
|
A: Yes! Slang does not modify any existing IC10 code, it is only a compiler. As a matter of fact: if you wish to stop using Slang at any time, your compiled IC10 will still exist on the chip. However: Slang adds a comment at the bottom of your compiled IC10 which is a GZIP and base64 encoded version of your Slang source code. This might break line limits with Slang not installed. If you wish to no longer use Slang, I recommend you remove this comment from the source code after uninstalling Slang.
|
||||||
|
|
||||||
|
[b]Q: Does this modify the in-game scripting language[/b]
|
||||||
|
A: No! Slang compiles directly to IC10. Any valid Slang file will produce valid IC10. The goal of this mod is twofold:
|
||||||
|
[list]
|
||||||
|
[*] Allow experienced users to quickly iterate on their scripts to get back into base upgrades faster
|
||||||
|
[*] Allow newcomers who already know C-style languages (JS/C#/Java/Rust/C/etc) to see how it maps to IC10 so they can get to understand IC10 better
|
||||||
|
[/list]
|
||||||
|
|
||||||
[h2]Useful Links[/h2]
|
[h2]Useful Links[/h2]
|
||||||
[url=https://github.com/dbidwell94/stationeers_lang]Source Code on GitHub[/url]
|
[url=https://github.com/dbidwell94/stationeers_lang]Source Code on GitHub[/url]
|
||||||
[url=https://discord.gg/stationeers]Stationeers Official Discord[/url]
|
[url=https://discord.gg/stationeers]Stationeers Official Discord[/url]
|
||||||
[url=https://discord.gg/M4sCfYMacs]Stationeers Modding Discord[/url]
|
[url=https://discord.gg/M4sCfYMacs]Stationeers Modding Discord[/url]
|
||||||
|
[url=https://github.com/dbidwell94/stationeers_lang/blob/master/docs/getting-started.md]Getting Started Guide[/url]
|
||||||
</Description>
|
</Description>
|
||||||
<ChangeLog xsi:nil="true" />
|
<ChangeLog xsi:nil="true" />
|
||||||
<WorkshopHandle>3619985558</WorkshopHandle>
|
<WorkshopHandle>3619985558</WorkshopHandle>
|
||||||
@@ -116,5 +123,7 @@ A: Yes! Slang does not modify any existing IC10 code, it is only a compiler. As
|
|||||||
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad
|
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad
|
||||||
|
|
||||||
Source Code: https://github.com/dbidwell94/stationeers_lang
|
Source Code: https://github.com/dbidwell94/stationeers_lang
|
||||||
|
|
||||||
|
Documentation: https://github.com/dbidwell94/stationeers_lang/blob/master/docs/getting-started.md
|
||||||
]]></InGameDescription>
|
]]></InGameDescription>
|
||||||
</ModMetadata>
|
</ModMetadata>
|
||||||
|
|||||||
61
README.md
61
README.md
@@ -1,30 +1,45 @@
|
|||||||
# Stationeers Language (slang)
|
# Slang Language Documentation
|
||||||
|
|
||||||
This is an ambitious attempt at creating:
|
Slang is a high-level programming language that compiles to IC10 assembly for [Stationeers](https://store.steampowered.com/app/544550/Stationeers/).
|
||||||
|
It provides a familiar C-like syntax while targeting the limited instruction set
|
||||||
|
of in-game IC10.
|
||||||
|
|
||||||
- A new programming language (slang)
|
## Quick Links
|
||||||
- A compiler to translate slang -> IC10
|
|
||||||
- A mod to allow direct input of slang in the in-game script editor to
|
|
||||||
automatically compile to IC10 before running
|
|
||||||
|
|
||||||
This project currently outputs 3 files:
|
- [Getting Started](docs/getting-started.md) - Installation and first program
|
||||||
|
- [Language Reference](docs/language-reference.md) - Complete syntax guide
|
||||||
|
- [Built-in Functions](docs/builtins.md) - System calls and math functions
|
||||||
|
- [Examples](docs/examples.md) - Real-world code samples
|
||||||
|
|
||||||
- A Linux CLI
|
## Overview
|
||||||
- A Windows CLI
|
|
||||||
- A Windows FFI dll
|
|
||||||
- Contains a single function: `compile_from_string`
|
|
||||||
|
|
||||||
The aim of this project is to lower the amount of time it takes to code simple
|
Slang aims to reduce the time spent writing IC10 assembly by providing:
|
||||||
scripts in Stationeers so you can get back to engineering atmospherics or
|
|
||||||
whatever you are working on. This project is NOT meant to fully replace IC10.
|
|
||||||
Obviously hand-coded assembly written by an experienced programmer is more
|
|
||||||
optimized and smaller than something that a C compiler will spit out. This is
|
|
||||||
the same way. It WILL produce valid IC10, but for large complicated projects it
|
|
||||||
might produce over the allowed limit of lines the in-game editor supports.
|
|
||||||
|
|
||||||
Current Unknowns
|
- **Familiar syntax** - C-like declarations, control flow, and expressions
|
||||||
|
- **Device abstraction** - Named device bindings with property access
|
||||||
|
- **Automatic register allocation** - No manual register management
|
||||||
|
- **Built-in functions** - Math operations and device I/O as function calls
|
||||||
|
- **Temperature literals** - Native support for Celsius, Fahrenheit, and Kelvin
|
||||||
|
|
||||||
- Should I support a configurable script line length in-game to allow larger
|
## Example
|
||||||
scripts to be saved?
|
|
||||||
- Should compilation be "behind the scenes" (in game editor will ALWAYS be what
|
```rust
|
||||||
you put in. IC10 will be IC10, slang will be slang)
|
device gasSensor = "d0";
|
||||||
|
device airCon = "d1";
|
||||||
|
|
||||||
|
const TARGET_TEMP = 20c;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
airCon.On = gasSensor.Temperature > TARGET_TEMP;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
This compiles to IC10 that monitors temperature and controls an air
|
||||||
|
conditioner.
|
||||||
|
|
||||||
|
## Project Status
|
||||||
|
|
||||||
|
Slang is under active development. It may produce suboptimal code for complex programs.
|
||||||
|
It is not a replacement for IC10, for performance-critical or large scripts,
|
||||||
|
hand-written IC10 may still be preferred.
|
||||||
|
|||||||
@@ -6,7 +6,6 @@ using System.Linq;
|
|||||||
using System.Threading;
|
using System.Threading;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using StationeersIC10Editor;
|
using StationeersIC10Editor;
|
||||||
using StationeersIC10Editor.IC10;
|
|
||||||
|
|
||||||
public class SlangFormatter : ICodeFormatter
|
public class SlangFormatter : ICodeFormatter
|
||||||
{
|
{
|
||||||
@@ -14,8 +13,25 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
private CancellationTokenSource? _lspCancellationToken;
|
private CancellationTokenSource? _lspCancellationToken;
|
||||||
private object _tokenLock = new();
|
private object _tokenLock = new();
|
||||||
|
|
||||||
protected Editor? Ic10Editor = null;
|
protected Editor? __Ic10Editor = null;
|
||||||
private IC10CodeFormatter iC10CodeFormatter = new IC10CodeFormatter();
|
|
||||||
|
protected Editor Ic10Editor
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (__Ic10Editor == null)
|
||||||
|
{
|
||||||
|
var tab = Editor.ParentTab;
|
||||||
|
tab.ClearExtraEditors();
|
||||||
|
__Ic10Editor = new Editor(Editor.KeyHandler);
|
||||||
|
Ic10Editor.IsReadOnly = true;
|
||||||
|
tab.AddEditor(__Ic10Editor);
|
||||||
|
}
|
||||||
|
|
||||||
|
return __Ic10Editor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private string ic10CompilationResult = "";
|
private string ic10CompilationResult = "";
|
||||||
private List<SourceMapEntry> ic10SourceMap = new();
|
private List<SourceMapEntry> ic10SourceMap = new();
|
||||||
|
|
||||||
@@ -80,7 +96,7 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
{
|
{
|
||||||
if (!Marshal.CompileFromString(RawText, out var compilationResult, out var sourceMap))
|
if (!Marshal.CompileFromString(RawText, out var compilationResult, out var sourceMap))
|
||||||
{
|
{
|
||||||
return "Compilation Error";
|
return "# Compilation Error";
|
||||||
}
|
}
|
||||||
|
|
||||||
return compilationResult + $"\n{EncodeSource(RawText, SLANG_SRC)}";
|
return compilationResult + $"\n{EncodeSource(RawText, SLANG_SRC)}";
|
||||||
@@ -118,6 +134,10 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
return styledLine;
|
return styledLine;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This handles calling the `HandleLsp` function by creating a new `CancellationToken` and
|
||||||
|
/// cancelling the current call if applicable.
|
||||||
|
/// </summary>
|
||||||
private void HandleCodeChanged()
|
private void HandleCodeChanged()
|
||||||
{
|
{
|
||||||
CancellationToken token;
|
CancellationToken token;
|
||||||
@@ -133,6 +153,11 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
_ = HandleLsp(inputSrc, token);
|
_ = HandleLsp(inputSrc, token);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Takes a copy of the current source code and sends it to the Rust compiler in a background thread
|
||||||
|
/// to get diagnostic data. This also handles getting a compilation response of optimized IC10 for the
|
||||||
|
/// side-by-side IC10Editor to show with sourcemap highlighting.
|
||||||
|
/// </summary>
|
||||||
private async Task HandleLsp(string inputSrc, CancellationToken cancellationToken)
|
private async Task HandleLsp(string inputSrc, CancellationToken cancellationToken)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
@@ -165,24 +190,21 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var (compilationSuccess, compiled, sourceMap) = await Task.Run(
|
var (compilationSuccess, compiled, sourceMap) = await Task.Run(() =>
|
||||||
() =>
|
{
|
||||||
{
|
var successful = Marshal.CompileFromString(
|
||||||
var successful = Marshal.CompileFromString(
|
inputSrc,
|
||||||
inputSrc,
|
out var compiled,
|
||||||
out var compiled,
|
out var sourceMap
|
||||||
out var sourceMap
|
);
|
||||||
);
|
return (successful, compiled, sourceMap);
|
||||||
return (successful, compiled, sourceMap);
|
});
|
||||||
},
|
|
||||||
cancellationToken
|
|
||||||
);
|
|
||||||
|
|
||||||
if (compilationSuccess)
|
if (compilationSuccess)
|
||||||
{
|
{
|
||||||
ic10CompilationResult = compiled;
|
ic10CompilationResult = compiled;
|
||||||
ic10SourceMap = sourceMap;
|
ic10SourceMap = sourceMap;
|
||||||
UpdateIc10Formatter();
|
UpdateIc10Content(Ic10Editor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (OperationCanceledException) { }
|
catch (OperationCanceledException) { }
|
||||||
@@ -192,22 +214,24 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Updates the underlying code in the IC10 Editor, after which will call `UpdateIc10Formatter` to
|
||||||
|
/// update highlighting of relavent fields.
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateIc10Content(Editor editor)
|
||||||
|
{
|
||||||
|
editor.ResetCode(ic10CompilationResult);
|
||||||
|
UpdateIc10Formatter();
|
||||||
|
}
|
||||||
|
|
||||||
|
// This runs on the main thread. This function ONLY updates the highlighting of the IC10 code.
|
||||||
|
// If you need to update the code in the editor itself, you should use `UpdateIc10Content`.
|
||||||
private void UpdateIc10Formatter()
|
private void UpdateIc10Formatter()
|
||||||
{
|
{
|
||||||
var tab = Editor.ParentTab;
|
// Bail if our backing field is null. We don't want to set the field in this function. It
|
||||||
if (Ic10Editor == null)
|
// runs way too much and we might not even have source code to use.
|
||||||
{
|
if (__Ic10Editor == null)
|
||||||
iC10CodeFormatter = new IC10CodeFormatter();
|
return;
|
||||||
Ic10Editor = new Editor(Editor.KeyHandler);
|
|
||||||
Ic10Editor.IsReadOnly = true;
|
|
||||||
iC10CodeFormatter.Editor = Ic10Editor;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tab.Editors.Count < 2)
|
|
||||||
{
|
|
||||||
tab.AddEditor(Ic10Editor);
|
|
||||||
}
|
|
||||||
|
|
||||||
var caretPos = Editor.CaretPos.Line;
|
var caretPos = Editor.CaretPos.Line;
|
||||||
|
|
||||||
// get the slang sourceMap at the current editor line
|
// get the slang sourceMap at the current editor line
|
||||||
@@ -215,10 +239,6 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
entry.SlangSource.StartLine == caretPos || entry.SlangSource.EndLine == caretPos
|
entry.SlangSource.StartLine == caretPos || entry.SlangSource.EndLine == caretPos
|
||||||
);
|
);
|
||||||
|
|
||||||
// extract the current "context" of the ic10 compilation. The current Slang source line
|
|
||||||
// should be directly next to the compiled IC10 source line, and we should highlight the
|
|
||||||
// IC10 code that directly represents the Slang source
|
|
||||||
|
|
||||||
Ic10Editor.ResetCode(ic10CompilationResult);
|
Ic10Editor.ResetCode(ic10CompilationResult);
|
||||||
|
|
||||||
if (lines.Count() < 1)
|
if (lines.Count() < 1)
|
||||||
@@ -245,7 +265,11 @@ public class SlangFormatter : ICodeFormatter
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
// This runs on the Main Thread
|
/// <summary>
|
||||||
|
/// Takes diagnostics from the Rust FFI compiler and applies it as semantic tokens to the
|
||||||
|
/// source in this editor.
|
||||||
|
/// This runs on the Main Thread
|
||||||
|
/// </summary>
|
||||||
private void ApplyDiagnostics(Dictionary<uint, IGrouping<uint, Diagnostic>> dict)
|
private void ApplyDiagnostics(Dictionary<uint, IGrouping<uint, Diagnostic>> dict)
|
||||||
{
|
{
|
||||||
HashSet<uint> linesToRefresh;
|
HashSet<uint> linesToRefresh;
|
||||||
|
|||||||
@@ -67,7 +67,9 @@ public static class Marshal
|
|||||||
try
|
try
|
||||||
{
|
{
|
||||||
_libraryHandle = LoadLibrary(ExtractNativeLibrary(Ffi.RustLib));
|
_libraryHandle = LoadLibrary(ExtractNativeLibrary(Ffi.RustLib));
|
||||||
|
L.Debug("Rust DLL loaded successfully. Enjoy native speed compilations!");
|
||||||
CodeFormatters.RegisterFormatter("Slang", typeof(SlangFormatter), true);
|
CodeFormatters.RegisterFormatter("Slang", typeof(SlangFormatter), true);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
@@ -91,8 +93,13 @@ public static class Marshal
|
|||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
FreeLibrary(_libraryHandle);
|
CodeFormatters.RegisterFormatter("Slang", typeof(PlainTextFormatter), true);
|
||||||
|
if (!FreeLibrary(_libraryHandle))
|
||||||
|
{
|
||||||
|
L.Warning("Unable to free Rust library");
|
||||||
|
}
|
||||||
_libraryHandle = IntPtr.Zero;
|
_libraryHandle = IntPtr.Zero;
|
||||||
|
L.Debug("Rust DLL library freed");
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
@@ -191,9 +198,9 @@ public static class Marshal
|
|||||||
|
|
||||||
Assembly assembly = Assembly.GetExecutingAssembly();
|
Assembly assembly = Assembly.GetExecutingAssembly();
|
||||||
|
|
||||||
using (Stream stream = assembly.GetManifestResourceStream(libName))
|
using (Stream resourceStream = assembly.GetManifestResourceStream(libName))
|
||||||
{
|
{
|
||||||
if (stream == null)
|
if (resourceStream == null)
|
||||||
{
|
{
|
||||||
L.Error(
|
L.Error(
|
||||||
$"{libName} not found. This means it was not embedded in the mod. Please contact the mod author!"
|
$"{libName} not found. This means it was not embedded in the mod. Please contact the mod author!"
|
||||||
@@ -201,18 +208,85 @@ public static class Marshal
|
|||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Check if file exists and contents are identical to avoid overwriting locked files
|
||||||
|
if (File.Exists(destinationPath))
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
using (
|
||||||
|
FileStream fileStream = new FileStream(
|
||||||
|
destinationPath,
|
||||||
|
FileMode.Open,
|
||||||
|
FileAccess.Read,
|
||||||
|
FileShare.ReadWrite
|
||||||
|
)
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if (resourceStream.Length == fileStream.Length)
|
||||||
|
{
|
||||||
|
if (StreamsContentsAreEqual(resourceStream, fileStream))
|
||||||
|
{
|
||||||
|
L.Debug(
|
||||||
|
$"DLL {libName} already exists and matches. Skipping extraction."
|
||||||
|
);
|
||||||
|
return destinationPath;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (IOException ex)
|
||||||
|
{
|
||||||
|
L.Warning(
|
||||||
|
$"Could not verify existing {libName}, attempting overwrite. {ex.Message}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
resourceStream.Position = 0;
|
||||||
|
|
||||||
|
// Attempt to overwrite if missing or different
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
using (FileStream fileStream = new FileStream(destinationPath, FileMode.Create))
|
using (FileStream fileStream = new FileStream(destinationPath, FileMode.Create))
|
||||||
{
|
{
|
||||||
stream.CopyTo(fileStream);
|
resourceStream.CopyTo(fileStream);
|
||||||
}
|
}
|
||||||
return destinationPath;
|
return destinationPath;
|
||||||
}
|
}
|
||||||
catch (IOException e)
|
catch (IOException e)
|
||||||
{
|
{
|
||||||
L.Warning($"Could not overwrite {libName} (it might be in use): {e.Message}");
|
// If we fail here, the file is likely locked.
|
||||||
return "";
|
// However, if we are here, it means the file is DIFFERENT or we couldn't read it.
|
||||||
|
// As a fallback for live-reload, we can try returning the path anyway
|
||||||
|
// assuming the existing locked file might still work.
|
||||||
|
L.Warning(
|
||||||
|
$"Could not overwrite {libName} (it might be in use): {e.Message}. Attempting to use existing file."
|
||||||
|
);
|
||||||
|
return destinationPath;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool StreamsContentsAreEqual(Stream stream1, Stream stream2)
|
||||||
|
{
|
||||||
|
const int bufferSize = 4096;
|
||||||
|
byte[] buffer1 = new byte[bufferSize];
|
||||||
|
byte[] buffer2 = new byte[bufferSize];
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
int count1 = stream1.Read(buffer1, 0, bufferSize);
|
||||||
|
int count2 = stream2.Read(buffer2, 0, bufferSize);
|
||||||
|
|
||||||
|
if (count1 != count2)
|
||||||
|
return false;
|
||||||
|
if (count1 == 0)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
for (int i = 0; i < count1; i++)
|
||||||
|
{
|
||||||
|
if (buffer1[i] != buffer2[i])
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
using System.Text.RegularExpressions;
|
|
||||||
using BepInEx;
|
using BepInEx;
|
||||||
using HarmonyLib;
|
using HarmonyLib;
|
||||||
|
|
||||||
@@ -40,43 +39,32 @@ namespace Slang
|
|||||||
{
|
{
|
||||||
public const string PluginGuid = "com.biddydev.slang";
|
public const string PluginGuid = "com.biddydev.slang";
|
||||||
public const string PluginName = "Slang";
|
public const string PluginName = "Slang";
|
||||||
public const string PluginVersion = "0.4.4";
|
public const string PluginVersion = "0.4.5";
|
||||||
|
|
||||||
private Harmony? _harmony;
|
private static Harmony? _harmony;
|
||||||
|
|
||||||
private static Regex? _slangSourceCheck = null;
|
public void Awake()
|
||||||
|
|
||||||
private static Regex SlangSourceCheck
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
if (_slangSourceCheck is null)
|
|
||||||
{
|
|
||||||
_slangSourceCheck = new Regex(@"[;{}()]|\b(let|fn|device)\b|\/\/");
|
|
||||||
}
|
|
||||||
|
|
||||||
return _slangSourceCheck;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public static bool IsSlangSource(ref string input)
|
|
||||||
{
|
|
||||||
return SlangSourceCheck.IsMatch(input);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
{
|
||||||
L.SetLogger(Logger);
|
L.SetLogger(Logger);
|
||||||
this._harmony = new Harmony(PluginGuid);
|
_harmony = new Harmony(PluginGuid);
|
||||||
|
|
||||||
// If we failed to load the compiler, bail from the rest of the patches. It won't matter,
|
// If we failed to load the compiler, bail from the rest of the patches. It won't matter,
|
||||||
// as the compiler itself has failed to load.
|
// as the compiler itself has failed to load.
|
||||||
if (!Marshal.Init())
|
if (!Marshal.Init())
|
||||||
{
|
{
|
||||||
|
L.Error("Marshal failed to init");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
this._harmony.PatchAll();
|
_harmony.PatchAll();
|
||||||
|
L.Debug("Ran Harmony patches");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDestroy()
|
||||||
|
{
|
||||||
|
Marshal.Destroy();
|
||||||
|
_harmony?.UnpatchSelf();
|
||||||
|
L.Debug("Cleaned up Harmony patches");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
302
docs/builtins.md
Normal file
302
docs/builtins.md
Normal file
@@ -0,0 +1,302 @@
|
|||||||
|
# Built-in Functions
|
||||||
|
|
||||||
|
<!--toc:start-->
|
||||||
|
|
||||||
|
- [Built-in Functions](#built-in-functions)
|
||||||
|
- [System Functions](#system-functions)
|
||||||
|
- [`yield()`](#yield)
|
||||||
|
- [`sleep(ticks)`](#sleepticks)
|
||||||
|
- [`hash(prefabName)`](#hashprefabname)
|
||||||
|
- [Device I/O Functions](#device-io-functions)
|
||||||
|
- [Reading from Devices](#reading-from-devices)
|
||||||
|
- [Load from device](#load-from-device)
|
||||||
|
- [Load From Device Batched](#load-from-device-batched)
|
||||||
|
- [Load From Device Batched Named](#load-from-device-batched-named)
|
||||||
|
- [Load Slot](#load-slot)
|
||||||
|
- [Load Reagent](#load-reagent)
|
||||||
|
- [Writing to Devices](#writing-to-devices)
|
||||||
|
- [Set On Device](#set-on-device)
|
||||||
|
- [Set On Device Batched](#set-on-device-batched)
|
||||||
|
- [Set On Device Batched Named](#set-on-device-batched-named)
|
||||||
|
- [Set Slot](#set-slot)
|
||||||
|
- [Math Functions](#math-functions)
|
||||||
|
- [Trigonometric Functions](#trigonometric-functions)
|
||||||
|
- [Trig Example](#trig-example)
|
||||||
|
- [Rounding Functions](#rounding-functions)
|
||||||
|
- [Rounding Example](#rounding-example)
|
||||||
|
- [Other Math Functions](#other-math-functions)
|
||||||
|
- [Math Example](#math-example)
|
||||||
|
- [See Also](#see-also)
|
||||||
|
<!--toc:end-->
|
||||||
|
|
||||||
|
Slang provides built-in functions for device I/O and mathematical operations.
|
||||||
|
These map directly to IC10 instructions.
|
||||||
|
|
||||||
|
## System Functions
|
||||||
|
|
||||||
|
### `yield()`
|
||||||
|
|
||||||
|
Pauses execution for exactly one game tick.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
yield();
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `yield`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### `sleep(ticks)`
|
||||||
|
|
||||||
|
Pauses execution for the specified number of ticks.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
sleep(10); // Sleep for 10 ticks
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `sleep ticks`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### `hash(prefabName)`
|
||||||
|
|
||||||
|
Computes the in-game hash for a prefab name. The hash is computed at compile
|
||||||
|
time and no runtime code is generated.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const AC_HASH = hash("StructureAirConditioner");
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note:** This is different from IC10's `hash` instruction, which computes the
|
||||||
|
hash at runtime.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
setBatched(AC_HASH, "On", 0);
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `sb -2087593337 On 0` (no hash computation at runtime)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Device I/O Functions
|
||||||
|
|
||||||
|
### Reading from Devices
|
||||||
|
|
||||||
|
#### Load from device
|
||||||
|
|
||||||
|
`load(device, property)` / `l(device, property)`
|
||||||
|
|
||||||
|
Loads a property value from a device:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let temp = load(sensor, "Temperature");
|
||||||
|
let temp = l(sensor, "Temperature");
|
||||||
|
|
||||||
|
// Preferred: use dot notation
|
||||||
|
let temp = sensor.Temperature;
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `l r? d? var`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Load From Device Batched
|
||||||
|
|
||||||
|
`loadBatched(deviceHash, property, batchMode)` / `lb(...)`
|
||||||
|
|
||||||
|
Loads a property from all devices matching a hash, aggregated by batch mode:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const SENSOR = hash("StructureGasSensor");
|
||||||
|
let avgTemp = loadBatched(SENSOR, "Temperature", "Average");
|
||||||
|
let maxTemp = lb(SENSOR, "Temperature", "Maximum");
|
||||||
|
```
|
||||||
|
|
||||||
|
**Batch Modes:** `"Average"`, `"Sum"`, `"Minimum"`, `"Maximum"`
|
||||||
|
|
||||||
|
**IC10:** `lb r? deviceHash logicType batchMode`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Load From Device Batched Named
|
||||||
|
|
||||||
|
`loadBatchedNamed(deviceHash, nameHash, property, batchMode)` / `lbn(...)`
|
||||||
|
|
||||||
|
Loads a property from devices matching both device hash and name hash:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const SENSOR_HASH = hash("StructureGasSensor");
|
||||||
|
const SENSOR_NAME_HASH = hash("Outdoor Gas Sensor");
|
||||||
|
let avgTemp = loadBatchedNamed(SENSOR_HASH, SENSOR_NAME_HASH, "Temperature", "Average");
|
||||||
|
let maxTemp = lbn(SENSOR_HASH, SENSOR_NAME_HASH, "Temperature", "Maximum");
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `lbn r? deviceHash nameHash logicType batchMode`
|
||||||
|
|
||||||
|
**Note:** This function is useful when a script interfaces with a lot of
|
||||||
|
devices, as it allows for arbitrary device access without limited to the 6 `dx` pins.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Load Slot
|
||||||
|
|
||||||
|
`loadSlot(device, slotIndex, property)` / `ls(...)`
|
||||||
|
|
||||||
|
Loads a slot property from a device:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let occupied = loadSlot(sorter, 0, "Occupied");
|
||||||
|
let occupied = ls(sorter, 0, "Occupied");
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `ls r? d? slotIndex logicSlotType`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Load Reagent
|
||||||
|
|
||||||
|
`loadReagent(device, reagentMode, reagentHash)` / `lr(...)`
|
||||||
|
|
||||||
|
Loads reagent information from a device:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let amount = loadReagent(furnace, "Contents", reagentHash);
|
||||||
|
let amount = lr(furnace, "Contents", reagentHash);
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `lr r? d? reagentMode reagentHash`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Writing to Devices
|
||||||
|
|
||||||
|
#### Set On Device
|
||||||
|
|
||||||
|
`set(device, property, value)` / `s(...)`
|
||||||
|
|
||||||
|
Sets a property on a device:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
set(valve, "On", true);
|
||||||
|
s(valve, "On", true);
|
||||||
|
|
||||||
|
// Preferred: use dot notation
|
||||||
|
valve.On = true;
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `s d? logicType r?`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Set On Device Batched
|
||||||
|
|
||||||
|
`setBatched(deviceHash, property, value)` / `sb(...)`
|
||||||
|
|
||||||
|
Sets a property on all devices matching a hash:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const LIGHT_HASH = hash("StructureWallLight");
|
||||||
|
setBatched(LIGHT_HASH, "On", true);
|
||||||
|
sb(LIGHT_HASH, "On", true);
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `sb deviceHash logicType r?`
|
||||||
|
|
||||||
|
**Note:** This function is useful when a script interfaces with a lot of devices,
|
||||||
|
as it allows for arbitrary device access without limited to the 6 `dx` pins.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Set On Device Batched Named
|
||||||
|
|
||||||
|
`setBatchedNamed(deviceHash, nameHash, property, value)` / `sbn(...)`
|
||||||
|
|
||||||
|
Sets a property on devices matching both device hash and name hash:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const SENSOR_HASH = hash("StructureGasSensor");
|
||||||
|
const SENSOR_NAME_HASH = hash("Outdoor Gas Sensor");
|
||||||
|
setBatchedNamed(SENSOR_HASH, SENSOR_NAME_HASH, "On", true);
|
||||||
|
sbn(SENSOR_HASH, SENSOR_NAME_HASH, "On", true);
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `sbn deviceHash nameHash logicType r?`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
#### Set Slot
|
||||||
|
|
||||||
|
`setSlot(device, slotIndex, property, value)` / `ss(...)`
|
||||||
|
|
||||||
|
Sets a slot property on a device:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
setSlot(sorter, 0, "Open", true);
|
||||||
|
ss(sorter, 0, "Open", true);
|
||||||
|
```
|
||||||
|
|
||||||
|
**IC10:** `ss d? slotIndex logicSlotType r?`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Math Functions
|
||||||
|
|
||||||
|
All math functions accept numbers, variables, or expressions as arguments.
|
||||||
|
|
||||||
|
### Trigonometric Functions
|
||||||
|
|
||||||
|
| Function | Description | IC10 |
|
||||||
|
| ------------- | ---------------------------- | ------- |
|
||||||
|
| `sin(x)` | Sine of angle in radians | `sin` |
|
||||||
|
| `cos(x)` | Cosine of angle in radians | `cos` |
|
||||||
|
| `tan(x)` | Tangent of angle in radians | `tan` |
|
||||||
|
| `asin(x)` | Arc sine, returns radians | `asin` |
|
||||||
|
| `acos(x)` | Arc cosine, returns radians | `acos` |
|
||||||
|
| `atan(x)` | Arc tangent, returns radians | `atan` |
|
||||||
|
| `atan2(y, x)` | Two-argument arc tangent | `atan2` |
|
||||||
|
|
||||||
|
#### Trig Example
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let angle = atan2(y, x);
|
||||||
|
let sineValue = sin(angle);
|
||||||
|
```
|
||||||
|
|
||||||
|
### Rounding Functions
|
||||||
|
|
||||||
|
| Function | Description | IC10 |
|
||||||
|
| ---------- | ----------------------------- | ------- |
|
||||||
|
| `ceil(x)` | Round up to nearest integer | `ceil` |
|
||||||
|
| `floor(x)` | Round down to nearest integer | `floor` |
|
||||||
|
| `trunc(x)` | Remove decimal portion | `trunc` |
|
||||||
|
| `abs(x)` | Absolute value | `abs` |
|
||||||
|
|
||||||
|
#### Rounding Example
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let rounded = floor(3.7); // 3
|
||||||
|
let positive = abs(-5); // 5
|
||||||
|
```
|
||||||
|
|
||||||
|
### Other Math Functions
|
||||||
|
|
||||||
|
| Function | Description | IC10 |
|
||||||
|
| ----------- | ----------------------------- | ------ |
|
||||||
|
| `sqrt(x)` | Square root | `sqrt` |
|
||||||
|
| `log(x)` | Natural logarithm | `log` |
|
||||||
|
| `max(a, b)` | Maximum of two values | `max` |
|
||||||
|
| `min(a, b)` | Minimum of two values | `min` |
|
||||||
|
| `rand()` | Random number between 0 and 1 | `rand` |
|
||||||
|
|
||||||
|
#### Math Example
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let root = sqrt(16); // 4
|
||||||
|
let bigger = max(a, b);
|
||||||
|
let randomVal = rand();
|
||||||
|
```
|
||||||
|
|
||||||
|
## See Also
|
||||||
|
|
||||||
|
- [Language Reference](language-reference.md) — Complete syntax guide
|
||||||
|
- [Examples](examples.md) — Real-world code samples
|
||||||
254
docs/examples.md
Normal file
254
docs/examples.md
Normal file
@@ -0,0 +1,254 @@
|
|||||||
|
# Examples
|
||||||
|
|
||||||
|
Real-world Slang programs demonstrating common patterns.
|
||||||
|
|
||||||
|
## Temperature Control
|
||||||
|
|
||||||
|
Basic thermostat that controls an air conditioner based on room temperature:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device ac = "db";
|
||||||
|
device roomGasSensor = "d0";
|
||||||
|
|
||||||
|
const TARGET_TEMP = 22c;
|
||||||
|
const HYSTERESIS = 1;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
let temp = roomGasSensor.Temperature;
|
||||||
|
|
||||||
|
if (temp > TARGET_TEMP + HYSTERESIS) {
|
||||||
|
ac.On = true;
|
||||||
|
} else if (temp < TARGET_TEMP - HYSTERESIS) {
|
||||||
|
ac.On = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note:** The IC10 chip is assumed to be inserted in the air conditioner's IC slot.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Two-Axis Solar Panel Tracking
|
||||||
|
|
||||||
|
Handles two-axis solar panel tracking based on the sun's position:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device sensor = "d0";
|
||||||
|
|
||||||
|
const H_PANELS = hash("StructureSolarPanelDual");
|
||||||
|
|
||||||
|
loop {
|
||||||
|
setBatched(H_PANELS, "Horizontal", sensor.Horizontal);
|
||||||
|
setBatched(H_PANELS, "Vertical", sensor.Vertical + 90);
|
||||||
|
yield();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note:** Assumes the daylight sensor is mounted with its port looking 90
|
||||||
|
degrees east of the solar panel's data port, an offset can be added on the
|
||||||
|
horizontal angle if needed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Day/Night Lighting
|
||||||
|
|
||||||
|
Controls grow lights during the day and ambient lights at night:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device greenhouseSensor = "d0";
|
||||||
|
|
||||||
|
const daylightSensor = hash("StructureDaylightSensor");
|
||||||
|
const growLight = hash("StructureGrowLight");
|
||||||
|
const wallLight = hash("StructureLightLong");
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
let solarAngle = lb(daylightSensor, "SolarAngle", "Average");
|
||||||
|
let isDaylight = solarAngle < 90;
|
||||||
|
|
||||||
|
sb(growLight, "On", isDaylight);
|
||||||
|
sb(wallLight, "On", !isDaylight);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Pressure Relief Valve
|
||||||
|
|
||||||
|
Controls a volume pump based on pressure readings for emergency pressure relief:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device volumePump = "d0";
|
||||||
|
device pipeSensor = "d1";
|
||||||
|
|
||||||
|
const MAX_PRESSURE = 10_000;
|
||||||
|
const R = 8.314;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
|
||||||
|
let pressure = pipeSensor.Pressure;
|
||||||
|
|
||||||
|
if (pressure > MAX_PRESSURE) {
|
||||||
|
// Use PV=nRT to calculate the amount of mols we need to move
|
||||||
|
// n = PV / RT
|
||||||
|
let molsToMove = (pressure - MAX_PRESSURE) *
|
||||||
|
pipeSensor.Volume / (R * pipeSensor.Temperature);
|
||||||
|
|
||||||
|
// V = nRT / P
|
||||||
|
let setting = molsToMove * R * pipeSensor.Temperature / pressure;
|
||||||
|
volumePump.Setting = setting;
|
||||||
|
volumePump.On = true;
|
||||||
|
} else {
|
||||||
|
volumePump.On = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Greenhouse Environment Controller
|
||||||
|
|
||||||
|
Complete greenhouse control with pressure, temperature, and lighting:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device self = "db";
|
||||||
|
device emergencyRelief = "d0";
|
||||||
|
device greenhouseSensor = "d1";
|
||||||
|
device recycleValve = "d2";
|
||||||
|
|
||||||
|
const MAX_INTERIOR_PRESSURE = 80;
|
||||||
|
const MAX_INTERIOR_TEMP = 28c;
|
||||||
|
const MIN_INTERIOR_PRESSURE = 75;
|
||||||
|
const MIN_INTERIOR_TEMP = 25c;
|
||||||
|
const daylightSensor = 1076425094;
|
||||||
|
const growLight = hash("StructureGrowLight");
|
||||||
|
const wallLight = hash("StructureLightLong");
|
||||||
|
const lightRound = hash("StructureLightRound");
|
||||||
|
|
||||||
|
let shouldPurge = false;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
let interiorPress = greenhouseSensor.Pressure;
|
||||||
|
let interiorTemp = greenhouseSensor.Temperature;
|
||||||
|
|
||||||
|
shouldPurge = (
|
||||||
|
interiorPress > MAX_INTERIOR_PRESSURE ||
|
||||||
|
interiorTemp > MAX_INTERIOR_TEMP
|
||||||
|
) || shouldPurge;
|
||||||
|
|
||||||
|
emergencyRelief.On = shouldPurge;
|
||||||
|
recycleValve.On = !shouldPurge;
|
||||||
|
|
||||||
|
if (
|
||||||
|
shouldPurge && (
|
||||||
|
interiorPress < MIN_INTERIOR_PRESSURE &&
|
||||||
|
interiorTemp < MIN_INTERIOR_TEMP
|
||||||
|
)
|
||||||
|
) {
|
||||||
|
shouldPurge = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let solarAngle = lb(daylightSensor, "SolarAngle", "Average");
|
||||||
|
let isDaylight = solarAngle < 90;
|
||||||
|
|
||||||
|
sb(growLight, "On", isDaylight);
|
||||||
|
sb(wallLight, "On", !isDaylight);
|
||||||
|
sb(lightRound, "On", !isDaylight);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Advanced Furnace Pressure Control
|
||||||
|
|
||||||
|
Automates multi-furnace pump control based on dial setting for pressure target:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const FURNACE1 = 1234;
|
||||||
|
const DIAL1 = 1123;
|
||||||
|
const ANALYZER1 = 1223;
|
||||||
|
|
||||||
|
const FURNACE2 = 1235;
|
||||||
|
const DIAL2 = 1124;
|
||||||
|
const ANALYZER2 = 1224;
|
||||||
|
|
||||||
|
const FURNACE3 = 1236;
|
||||||
|
const DIAL3 = 1124;
|
||||||
|
const ANALYZER3 = 1225;
|
||||||
|
|
||||||
|
const R = 8.314;
|
||||||
|
|
||||||
|
fn handleFurnace(furnace, dial, analyzer) {
|
||||||
|
let pressure = furnace.Pressure;
|
||||||
|
let targetPressure = max(dial.Setting, 0.1) * 1000;
|
||||||
|
|
||||||
|
if (abs(targetPressure - pressure) <= 0.1) {
|
||||||
|
furnace.On = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let molsToMove = max(furnace.TotalMoles, 1) * (
|
||||||
|
(targetPressure / pressure) - 1
|
||||||
|
);
|
||||||
|
|
||||||
|
// V = nRT / P
|
||||||
|
if (molsToMove > 0) {
|
||||||
|
// Calculate volume required
|
||||||
|
if (analyzer.Pressure == 0) {
|
||||||
|
// No more gas to add
|
||||||
|
furnace.On = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let volume = molsToMove * R * analyzer.Temperature / analyzer.Pressure;
|
||||||
|
|
||||||
|
furnace.On = true;
|
||||||
|
furnace.SettingOutput = 0;
|
||||||
|
furnace.SettingInput = volume;
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate volume required
|
||||||
|
let volume = (-molsToMove) * R * furnace.Temperature / pressure;
|
||||||
|
|
||||||
|
furnace.On = true;
|
||||||
|
furnace.SettingInput = 0;
|
||||||
|
furnace.SettingOutput = volume;
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
|
||||||
|
handleFurnace(FURNACE1, DIAL1, ANALYZER1);
|
||||||
|
handleFurnace(FURNACE2, DIAL2, ANALYZER2);
|
||||||
|
handleFurnace(FURNACE3, DIAL3, ANALYZER3);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note:** This example does not handle edge cases such as insufficient gas in
|
||||||
|
the input network or overfilling the furnace/pipe network.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Common Patterns
|
||||||
|
|
||||||
|
### Waiting for a Condition
|
||||||
|
|
||||||
|
```rust
|
||||||
|
fn waitForDeviceToTurnOff(device) {
|
||||||
|
while (device.On) {
|
||||||
|
yield();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## See Also
|
||||||
|
|
||||||
|
- [Getting Started](getting-started.md) — First steps with Slang
|
||||||
|
- [Language Reference](language-reference.md) — Complete syntax guide
|
||||||
|
- [Built-in Functions](builtins.md) — System calls and math functions
|
||||||
99
docs/getting-started.md
Normal file
99
docs/getting-started.md
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
# Getting Started
|
||||||
|
|
||||||
|
<!--toc:start-->
|
||||||
|
|
||||||
|
- [Getting Started](#getting-started)
|
||||||
|
- [Program Structure](#program-structure)
|
||||||
|
- [The `yield()` Function](#the-yield-function)
|
||||||
|
- [Your First Program](#your-first-program)
|
||||||
|
- [Explanation](#explanation)
|
||||||
|
- [Comments](#comments)
|
||||||
|
- [See Also](#see-also)
|
||||||
|
<!--toc:end-->
|
||||||
|
|
||||||
|
This guide covers the basics of writing your first Slang program.
|
||||||
|
|
||||||
|
## Program Structure
|
||||||
|
|
||||||
|
A Slang program consists of top-level declarations and a main loop:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// Device declarations
|
||||||
|
device self = "db";
|
||||||
|
device sensor = "d0";
|
||||||
|
|
||||||
|
// Constants
|
||||||
|
const THRESHOLD = 100;
|
||||||
|
|
||||||
|
// Variables
|
||||||
|
let counter = 0;
|
||||||
|
|
||||||
|
// Main program loop
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
// Your logic here
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## The `yield()` Function
|
||||||
|
|
||||||
|
IC10 programs run continuously. The `yield()` function pauses execution for one
|
||||||
|
game tick, preventing the script from consuming excessive resources.
|
||||||
|
|
||||||
|
**Important:** You should always include `yield()` in your main loop unless you
|
||||||
|
know what you're doing.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
loop {
|
||||||
|
yield(); // Recommended!
|
||||||
|
// ...
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Your First Program
|
||||||
|
|
||||||
|
Here's a simple program that turns on a light when a gas sensor detects low
|
||||||
|
pressure:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device gasSensor = "d0";
|
||||||
|
device light = "d1";
|
||||||
|
|
||||||
|
const LOW_PRESSURE = 50;
|
||||||
|
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
light.On = gasSensor.Pressure < LOW_PRESSURE;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Explanation
|
||||||
|
|
||||||
|
1. `device gasSensor = "d0"` — Binds the device at port `d0` to the name
|
||||||
|
`gasSensor`
|
||||||
|
2. `device light = "d1"` — Binds the device at port `d1` to the name `light`
|
||||||
|
3. `const LOW_PRESSURE = 50` — Defines a compile-time constant
|
||||||
|
4. `loop { ... }` — Creates an infinite loop
|
||||||
|
5. `yield()` — Pauses for one tick
|
||||||
|
6. `light.On = gasSensor.Pressure < LOW_PRESSURE` — Reads the pressure and sets
|
||||||
|
the light state
|
||||||
|
|
||||||
|
## Comments
|
||||||
|
|
||||||
|
Slang supports single-line comments and documentation comments:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
// This is a regular comment
|
||||||
|
|
||||||
|
/// This is a documentation comment
|
||||||
|
/// It can span multiple lines
|
||||||
|
fn myFunction() {
|
||||||
|
// ...
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## See Also
|
||||||
|
|
||||||
|
- [Language Reference](language-reference.md) — Complete syntax guide
|
||||||
|
- [Built-in Functions](builtins.md) — Available system calls
|
||||||
|
- [Examples](examples.md) — Real-world programs and patterns
|
||||||
339
docs/language-reference.md
Normal file
339
docs/language-reference.md
Normal file
@@ -0,0 +1,339 @@
|
|||||||
|
# Language Reference
|
||||||
|
|
||||||
|
<!--toc:start-->
|
||||||
|
|
||||||
|
- [Language Reference](#language-reference)
|
||||||
|
- [Literals](#literals)
|
||||||
|
- [Numbers](#numbers)
|
||||||
|
- [Temperature Literals](#temperature-literals)
|
||||||
|
- [Booleans](#booleans)
|
||||||
|
- [Strings](#strings)
|
||||||
|
- [Variables](#variables)
|
||||||
|
- [`let` - Mutable Variables](#let-mutable-variables)
|
||||||
|
- [`const` - Constants](#const-constants)
|
||||||
|
- [Device Declarations](#device-declarations)
|
||||||
|
- [Device Property Access](#device-property-access)
|
||||||
|
- [Device Property Assignment](#device-property-assignment)
|
||||||
|
- [Operators](#operators)
|
||||||
|
- [Arithmetic Operators](#arithmetic-operators)
|
||||||
|
- [Comparison Operators](#comparison-operators)
|
||||||
|
- [Logical Operators](#logical-operators)
|
||||||
|
- [Ternary Operator](#ternary-operator)
|
||||||
|
- [Operator Precedence](#operator-precedence)
|
||||||
|
- [Control Flow](#control-flow)
|
||||||
|
- [`if` / `else`](#if-and-else)
|
||||||
|
- [`loop`](#loop)
|
||||||
|
- [`while`](#while)
|
||||||
|
- [`break`](#break)
|
||||||
|
- [`continue`](#continue)
|
||||||
|
- [Functions](#functions)
|
||||||
|
- [Declaration](#declaration)
|
||||||
|
- [Invocation](#invocation)
|
||||||
|
- [Return Values](#return-values)
|
||||||
|
- [Parentheses for Grouping](#parentheses-for-grouping)
|
||||||
|
- [See Also](#see-also)
|
||||||
|
<!--toc:end-->
|
||||||
|
|
||||||
|
Complete syntax reference for the Slang programming language.
|
||||||
|
|
||||||
|
## Literals
|
||||||
|
|
||||||
|
### Numbers
|
||||||
|
|
||||||
|
Numbers can be integers or decimals. Underscores are allowed as visual
|
||||||
|
separators:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const integer = 42; // Integer
|
||||||
|
const decimal = 3.14; // Decimal
|
||||||
|
const million = 1_000_000; // Integer with separators
|
||||||
|
const decimalSeparators = 5_000.50; // Decimal with separators
|
||||||
|
```
|
||||||
|
|
||||||
|
### Temperature Literals
|
||||||
|
|
||||||
|
Append a unit suffix to specify temperature. Values are automatically converted
|
||||||
|
to Kelvin at compile time:
|
||||||
|
|
||||||
|
| Suffix | Unit | Example |
|
||||||
|
| ------ | ---------- | ------- |
|
||||||
|
| `c` | Celsius | `20c` |
|
||||||
|
| `f` | Fahrenheit | `68f` |
|
||||||
|
| `k` | Kelvin | `293k` |
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const ROOM_TEMP = 20c; // Converts to 293.15 Kelvin
|
||||||
|
const FREEZING = 32f; // Converts to 273.15 Kelvin
|
||||||
|
const ABSOLUTE1 = 0k; // Already in Kelvin
|
||||||
|
const ABSOLUTE2 = 0; // Assumed to be in Kelvin
|
||||||
|
```
|
||||||
|
|
||||||
|
### Booleans
|
||||||
|
|
||||||
|
Booleans compile to integer values `1` and `0` in IC10.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device ac = "d0";
|
||||||
|
|
||||||
|
ac.Mode = false;
|
||||||
|
ac.On = true;
|
||||||
|
```
|
||||||
|
|
||||||
|
### Strings
|
||||||
|
|
||||||
|
Strings use double or single quotes. They are primarily used for prefab and
|
||||||
|
name hashes.
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const AC_HASH = hash("StructureAirConditioner");
|
||||||
|
const AC_NAME_HASH = hash("Greenhouse Air Conditioner");
|
||||||
|
```
|
||||||
|
|
||||||
|
## Variables
|
||||||
|
|
||||||
|
### `let` Mutable Variables
|
||||||
|
|
||||||
|
Declares a variable that can be reassigned:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let counter = 0;
|
||||||
|
// ...
|
||||||
|
counter = counter + 1;
|
||||||
|
```
|
||||||
|
|
||||||
|
### `const` Constants
|
||||||
|
|
||||||
|
Declares a compile-time constant. Constants are inlined and do not consume
|
||||||
|
registers:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
const MAX_PRESSURE = 10_000;
|
||||||
|
const DOOR_HASH = hash("StructureCompositeDoor");
|
||||||
|
```
|
||||||
|
|
||||||
|
Constants support the `hash()` function for compile-time hash computation.
|
||||||
|
|
||||||
|
## Device Declarations
|
||||||
|
|
||||||
|
The `device` keyword binds a device port or reference ID to a named variable:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
device self = "db"; // IC housing, or device the IC is plugged into (eg. an AC)
|
||||||
|
device sensor = "d0"; // Device at port d0
|
||||||
|
device valve = "d1"; // Device at port d1
|
||||||
|
device ac1 = "$3FC"; // Device with reference ID $3FC (hexadecimal 1020)
|
||||||
|
device ac2 = "1020"; // Device with reference ID 1020 (decimal)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note:** Reference IDs can be found in-game using the Configuration cartridge.
|
||||||
|
|
||||||
|
### Device Property Access
|
||||||
|
|
||||||
|
Read device properties using dot notation:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let temp = sensor.Temperature;
|
||||||
|
let pressure = sensor.Pressure;
|
||||||
|
let isOn = valve.On;
|
||||||
|
```
|
||||||
|
|
||||||
|
### Device Property Assignment
|
||||||
|
|
||||||
|
Write to device properties using dot notation:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
valve.On = true;
|
||||||
|
valve.Setting = 100;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Operators
|
||||||
|
|
||||||
|
### Arithmetic Operators
|
||||||
|
|
||||||
|
| Operator | Description | Example |
|
||||||
|
| -------- | -------------- | -------- |
|
||||||
|
| `+` | Addition | `a + b` |
|
||||||
|
| `-` | Subtraction | `a - b` |
|
||||||
|
| `*` | Multiplication | `a * b` |
|
||||||
|
| `/` | Division | `a / b` |
|
||||||
|
| `%` | Modulo | `a % b` |
|
||||||
|
| `**` | Exponentiation | `a ** b` |
|
||||||
|
| `-` | Negation | `-a` |
|
||||||
|
|
||||||
|
### Comparison Operators
|
||||||
|
|
||||||
|
| Operator | Description | Example |
|
||||||
|
| -------- | --------------------- | -------- |
|
||||||
|
| `==` | Equal | `a == b` |
|
||||||
|
| `!=` | Not equal | `a != b` |
|
||||||
|
| `<` | Less than | `a < b` |
|
||||||
|
| `>` | Greater than | `a > b` |
|
||||||
|
| `<=` | Less than or equal | `a <= b` |
|
||||||
|
| `>=` | Greater than or equal | `a >= b` |
|
||||||
|
|
||||||
|
### Logical Operators
|
||||||
|
|
||||||
|
| Operator | Description | Example |
|
||||||
|
| -------- | ----------- | ---------- |
|
||||||
|
| `&&` | Logical AND | `a && b` |
|
||||||
|
| `\|\|` | Logical OR | `a \|\| b` |
|
||||||
|
| `!` | Logical NOT | `!a` |
|
||||||
|
|
||||||
|
### Ternary Operator
|
||||||
|
|
||||||
|
Conditional expressions using `?` and `:`:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let result = condition ? valueIfTrue : valueIfFalse;
|
||||||
|
```
|
||||||
|
|
||||||
|
### Operator Precedence
|
||||||
|
|
||||||
|
Operators are evaluated in the following order, from highest to lowest
|
||||||
|
precedence:
|
||||||
|
|
||||||
|
| Precedence | Operator(s) | Description |
|
||||||
|
| ---------- | ----------------- | -------------------------------- |
|
||||||
|
| 1 | `()` `.` | Grouping, Property access |
|
||||||
|
| 2 | `!` `-` | Logical NOT, Negation |
|
||||||
|
| 3 | `**` | Exponentiation |
|
||||||
|
| 4 | `*` `/` `%` | Multiplication, Division, Modulo |
|
||||||
|
| 5 | `+` `-` | Addition, Subtraction |
|
||||||
|
| 6 | `<` `<=` `>` `>=` | Comparison |
|
||||||
|
| 7 | `==` `!=` | Equality |
|
||||||
|
| 8 | `&&` | Logical AND |
|
||||||
|
| 9 | `\|\|` | Logical OR |
|
||||||
|
| 10 | `?:` | Ternary conditional |
|
||||||
|
| 11 | `=` | Assignment |
|
||||||
|
|
||||||
|
Use parentheses to override precedence:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let result = (20 + 10) * 5;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Control Flow
|
||||||
|
|
||||||
|
### if and else
|
||||||
|
|
||||||
|
Conditional branching:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
if (tank.Temperature > 30c) {
|
||||||
|
ac.On = true;
|
||||||
|
} else {
|
||||||
|
ac.On = false;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### `loop`
|
||||||
|
|
||||||
|
Infinite loop that runs until `break`:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
// Loop body
|
||||||
|
if (condition) {
|
||||||
|
break; // Exit the loop
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### `while`
|
||||||
|
|
||||||
|
Conditional loop that runs while the condition is true:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
while (counter < 100) {
|
||||||
|
counter = counter + 1;
|
||||||
|
yield();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### `break`
|
||||||
|
|
||||||
|
Exits the current loop:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
// ...
|
||||||
|
if (done) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### `continue`
|
||||||
|
|
||||||
|
Skips to the next iteration of the current loop:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
loop {
|
||||||
|
yield();
|
||||||
|
if (shouldSkip) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// This code is skipped when shouldSkip is true
|
||||||
|
// ...
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Functions
|
||||||
|
|
||||||
|
**Warning:** Functions are currently experimental and may produce suboptimal code.
|
||||||
|
|
||||||
|
### Declaration
|
||||||
|
|
||||||
|
```rust
|
||||||
|
fn functionName(arg1, arg2) {
|
||||||
|
// Function body
|
||||||
|
return arg1 + arg2;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Invocation
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let result = functionName(10, 20);
|
||||||
|
```
|
||||||
|
|
||||||
|
### Return Values
|
||||||
|
|
||||||
|
Use `return` to exit a function and optionally return a value:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
fn calculate(x) {
|
||||||
|
if (x < 0) {
|
||||||
|
return 0; // Early return
|
||||||
|
}
|
||||||
|
|
||||||
|
return x * 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn doWork() {
|
||||||
|
// No return value
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Parentheses for Grouping
|
||||||
|
|
||||||
|
Use parentheses to control operator precedence:
|
||||||
|
|
||||||
|
```rust
|
||||||
|
let result = (a + b) * c;
|
||||||
|
|
||||||
|
let complex = (
|
||||||
|
temp > 0c &&
|
||||||
|
stress < 50 &&
|
||||||
|
(pressure < 10_000 || temp > 20c)
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
## See Also
|
||||||
|
|
||||||
|
- [Getting Started](getting-started.md) — First steps with Slang
|
||||||
|
- [Built-in Functions](builtins.md) — System calls and math functions
|
||||||
|
- [Examples](examples.md) — Real-world code samples
|
||||||
2
rust_compiler/Cargo.lock
generated
2
rust_compiler/Cargo.lock
generated
@@ -930,7 +930,7 @@ checksum = "e3a9fe34e3e7a50316060351f37187a3f546bce95496156754b601a5fa71b76e"
|
|||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "slang"
|
name = "slang"
|
||||||
version = "0.4.3"
|
version = "0.4.5"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"anyhow",
|
"anyhow",
|
||||||
"clap",
|
"clap",
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[package]
|
[package]
|
||||||
name = "slang"
|
name = "slang"
|
||||||
version = "0.4.3"
|
version = "0.4.5"
|
||||||
edition = "2021"
|
edition = "2021"
|
||||||
|
|
||||||
[workspace]
|
[workspace]
|
||||||
|
|||||||
@@ -1,43 +0,0 @@
|
|||||||
device self = "db";
|
|
||||||
device gasSensor = "d0";
|
|
||||||
device atmosAnal = "d1";
|
|
||||||
device atmosValve = "d2";
|
|
||||||
device atmosTank = "d3";
|
|
||||||
device atmosInlet = "d4";
|
|
||||||
|
|
||||||
atmosInlet.Lock = true;
|
|
||||||
atmosInlet.Mode = 1;
|
|
||||||
atmosValve.On = false;
|
|
||||||
atmosValve.Lock = true;
|
|
||||||
|
|
||||||
let isPumping = false;
|
|
||||||
let tempPressure = 0;
|
|
||||||
|
|
||||||
loop {
|
|
||||||
yield();
|
|
||||||
let temp = gasSensor.Temperature;
|
|
||||||
let pres = atmosAnal.Pressure;
|
|
||||||
let liqV = atmosAnal.VolumeOfLiquid;
|
|
||||||
let tempVol = atmosAnal.Volume;
|
|
||||||
|
|
||||||
let stress = 5_000 * liqV / tempVol;
|
|
||||||
|
|
||||||
tempPressure = isPumping ? 1_000 : 10_000;
|
|
||||||
|
|
||||||
let shouldTurnOnInlet = (
|
|
||||||
temp > 0c &&
|
|
||||||
pres < tempPressure &&
|
|
||||||
stress < 50
|
|
||||||
);
|
|
||||||
|
|
||||||
isPumping = (
|
|
||||||
!shouldTurnOnInlet &&
|
|
||||||
atmosTank.Pressure < 35_000 &&
|
|
||||||
atmosAnal.RatioPollutant == 0 &&
|
|
||||||
atmosAnal.RatioLiquidPollutant == 0 &&
|
|
||||||
atmosAnal.Pressure > 1_000
|
|
||||||
);
|
|
||||||
|
|
||||||
atmosValve.On = isPumping;
|
|
||||||
atmosInlet.On = shouldTurnOnInlet;
|
|
||||||
}
|
|
||||||
72
test.slang
72
test.slang
@@ -1,72 +0,0 @@
|
|||||||
/// Laree script V1
|
|
||||||
|
|
||||||
device self = "db";
|
|
||||||
device larre = "d0";
|
|
||||||
device exportChute = "d1";
|
|
||||||
|
|
||||||
const TOTAL_SLOTS = 19;
|
|
||||||
const EXPORT_CHUTE = 1;
|
|
||||||
const START_STATION = 2;
|
|
||||||
|
|
||||||
let currentIndex = 0;
|
|
||||||
|
|
||||||
/// Waits for the larre to be idle before continuing
|
|
||||||
fn waitForIdle() {
|
|
||||||
yield();
|
|
||||||
while (!larre.Idle) {
|
|
||||||
yield();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Instructs the Larre to go to the chute and deposit
|
|
||||||
/// what is currently in its arm
|
|
||||||
fn deposit() {
|
|
||||||
larre.Setting = EXPORT_CHUTE;
|
|
||||||
waitForIdle();
|
|
||||||
larre.Activate = true;
|
|
||||||
waitForIdle();
|
|
||||||
exportChute.Open = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// This function is responsible for checking the plant under
|
|
||||||
/// the larre at this index, and harvesting if applicable
|
|
||||||
fn checkAndHarvest(currentIndex) {
|
|
||||||
if (currentIndex <= EXPORT_CHUTE || ls(larre, 255, "Seeding") < 1) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// harvest from this device
|
|
||||||
while (ls(larre, 255, "Mature")) {
|
|
||||||
yield();
|
|
||||||
larre.Activate = true;
|
|
||||||
}
|
|
||||||
let hasRemainingPlant = ls(larre, 255, "Occupied");
|
|
||||||
|
|
||||||
// move to the export chute
|
|
||||||
larre.Setting = EXPORT_CHUTE;
|
|
||||||
waitForIdle();
|
|
||||||
deposit();
|
|
||||||
if (hasRemainingPlant) {
|
|
||||||
deposit();
|
|
||||||
}
|
|
||||||
|
|
||||||
larre.Setting = currentIndex;
|
|
||||||
waitForIdle();
|
|
||||||
|
|
||||||
if (ls(larre, 0, "Occupied")) {
|
|
||||||
larre.Activate = true;
|
|
||||||
}
|
|
||||||
waitForIdle();
|
|
||||||
}
|
|
||||||
|
|
||||||
loop {
|
|
||||||
yield();
|
|
||||||
if (!larre.Idle) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
let newIndex = currentIndex + 1 > TOTAL_SLOTS ? START_STATION : currentIndex + 1;
|
|
||||||
|
|
||||||
checkAndHarvest(currentIndex);
|
|
||||||
larre.Setting = newIndex;
|
|
||||||
currentIndex = newIndex;
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user