17 Commits

Author SHA1 Message Date
e272737ea2 Merge pull request 'Fixed const -> let bug' (#10) from declaration_const_as_let into master
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Reviewed-on: #10
2025-12-29 02:44:50 -07:00
f679601818 Fixed const -> let bug
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2025-12-29 02:31:23 -07:00
3ca6f97db1 Merge pull request 'IC10Editor fix' (#9) from live-reload into master
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Reviewed-on: #9
2025-12-27 22:26:50 -07:00
34817ee111 Merge branch 'master' of ssh://git.biddydev.com:2222/dbidwell/stationeers_lang into live-reload
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2025-12-27 22:19:09 -07:00
9eef8a77b6 Merge pull request 'Update About.xml docs for the workshop' (#8) from documentation into master
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Reviewed-on: #8
2025-12-27 22:19:00 -07:00
de31851153 Fixed IC10Editor implementation bug where IC10 code would not update after clicking 'Cancel' 2025-12-27 22:18:21 -07:00
3543b87561 wip 2025-12-27 16:03:36 -07:00
effef64add Update About.xml docs for the workshop
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2025-12-26 22:33:48 -07:00
794b27b8c6 Merge pull request 'documentation' (#7) from documentation into master
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Reviewed-on: #7
2025-12-26 22:02:46 -07:00
27e8987831 removed the temporary example slang scripts from the root directory
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2025-12-26 22:00:28 -07:00
0fdceac22c changed markdown tags from slang to rust 2025-12-26 21:57:11 -07:00
85f8b136e1 Update markdown tags to use rust instead of mips 2025-12-26 21:56:21 -07:00
c91086157a Added documentation for various language features and in-game functions. Added example scripts 2025-12-26 21:55:36 -07:00
6bee591484 Merge pull request 'Added stationpedia docs back into the game patches' (#6) from docs-fix into master
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Reviewed-on: #6
2025-12-26 16:20:16 -07:00
c3c14cec23 Added stationpedia docs back into the game patches
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2025-12-26 16:18:24 -07:00
4e885847a8 Merge pull request 'Remove MOD from Plugin.cs which fixed networking' (#5) from slp-removal into master
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Reviewed-on: #5
2025-12-24 22:28:51 -07:00
0ca6b27a11 Remove MOD from Plugin.cs which fixed networking
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2025-12-24 22:27:43 -07:00
17 changed files with 1283 additions and 224 deletions

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@@ -1,5 +1,30 @@
# Changelog # Changelog
[0.4.6]
- Fixed bug in compiler where you were unable to assign a `const` value to
a `let` variable
[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]
- Added Stationpedia docs back after removing all harmony patches from the mod
[0.4.3]
- Removed references to the `Mod` class from SLP. This was the root of the multiplayer
connectivity issues. Multiplayer should now work with Slang installed.
[0.4.2] [0.4.2]
- Removed all harmony patches as most functionality as been added into the - Removed all harmony patches as most functionality as been added into the

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@@ -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>0.4.2</Version> <Version>0.4.6</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>

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@@ -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
- A new programming language (slang) of in-game IC10.
- A compiler to translate slang -> IC10
- A mod to allow direct input of slang in the in-game script editor to ## Quick Links
automatically compile to IC10 before running
- [Getting Started](docs/getting-started.md) - Installation and first program
This project currently outputs 3 files: - [Language Reference](docs/language-reference.md) - Complete syntax guide
- [Built-in Functions](docs/builtins.md) - System calls and math functions
- A Linux CLI - [Examples](docs/examples.md) - Real-world code samples
- A Windows CLI
- A Windows FFI dll ## Overview
- Contains a single function: `compile_from_string`
Slang aims to reduce the time spent writing IC10 assembly by providing:
The aim of this project is to lower the amount of time it takes to code simple
scripts in Stationeers so you can get back to engineering atmospherics or - **Familiar syntax** - C-like declarations, control flow, and expressions
whatever you are working on. This project is NOT meant to fully replace IC10. - **Device abstraction** - Named device bindings with property access
Obviously hand-coded assembly written by an experienced programmer is more - **Automatic register allocation** - No manual register management
optimized and smaller than something that a C compiler will spit out. This is - **Built-in functions** - Math operations and device I/O as function calls
the same way. It WILL produce valid IC10, but for large complicated projects it - **Temperature literals** - Native support for Celsius, Fahrenheit, and Kelvin
might produce over the allowed limit of lines the in-game editor supports.
## Example
Current Unknowns
```rust
- Should I support a configurable script line length in-game to allow larger device gasSensor = "d0";
scripts to be saved? device airCon = "d1";
- Should compilation be "behind the scenes" (in game editor will ALWAYS be what
you put in. IC10 will be IC10, slang will be slang) 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.

View File

@@ -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;

View File

@@ -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;
} }
} }
} }

18
csharp_mod/Patches.cs Normal file
View File

@@ -0,0 +1,18 @@
namespace Slang;
using Assets.Scripts.UI;
using HarmonyLib;
[HarmonyPatch]
public static class SlangPatches
{
[HarmonyPatch(typeof(Stationpedia), nameof(Stationpedia.Regenerate))]
[HarmonyPostfix]
public static void Stationpedia_Regenerate()
{
foreach (var page in Marshal.GetSlangDocs())
{
Stationpedia.Register(page);
}
}
}

View File

@@ -1,7 +1,5 @@
using System.Text.RegularExpressions;
using BepInEx; using BepInEx;
using HarmonyLib; using HarmonyLib;
using LaunchPadBooster;
namespace Slang namespace Slang
{ {
@@ -41,45 +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 = "0.4.2"; public const string PluginVersion = "0.4.6";
public static Mod MOD = new Mod(PluginName, PluginVersion); private static Harmony? _harmony;
private Harmony? _harmony; public void Awake()
private static Regex? _slangSourceCheck = null;
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");
} }
} }
} }

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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

View File

@@ -930,7 +930,7 @@ checksum = "e3a9fe34e3e7a50316060351f37187a3f546bce95496156754b601a5fa71b76e"
[[package]] [[package]]
name = "slang" name = "slang"
version = "0.4.2" version = "0.4.6"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"clap", "clap",

View File

@@ -1,6 +1,6 @@
[package] [package]
name = "slang" name = "slang"
version = "0.4.2" version = "0.4.6"
edition = "2021" edition = "2021"
[workspace] [workspace]

View File

@@ -168,3 +168,28 @@ fn test_const_hash_expr() -> anyhow::Result<()> {
); );
Ok(()) Ok(())
} }
#[test]
fn test_declaration_is_const() -> anyhow::Result<()> {
let compiled = compile! {
debug
r#"
const MAX = 100;
let max = MAX;
"#
};
assert_eq!(
compiled,
indoc! {
"
j main
main:
move r8 100
"
}
);
Ok(())
}

View File

@@ -714,7 +714,12 @@ impl<'a> Compiler<'a> {
Operand::Register(VariableScope::TEMP_STACK_REGISTER) Operand::Register(VariableScope::TEMP_STACK_REGISTER)
} }
VariableLocation::Constant(_) | VariableLocation::Device(_) => unreachable!(), VariableLocation::Constant(Literal::Number(num)) => Operand::Number(num.into()),
VariableLocation::Constant(Literal::Boolean(b)) => {
Operand::Number(Number::from(b).into())
}
VariableLocation::Device(_)
| VariableLocation::Constant(Literal::String(_)) => unreachable!(),
}; };
self.emit_variable_assignment(&var_loc, src)?; self.emit_variable_assignment(&var_loc, src)?;
(var_loc, None) (var_loc, None)

View File

@@ -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;
}