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# 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.

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# 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

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# 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

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# 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

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# 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

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@@ -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;
}

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@@ -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;
}