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Blade Runner
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Belgium
Jan 1970 time: 06:13
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Hi All,
Clash macro language description.
Please read it (and criticize it)
Rules:
1. Basic types: Number (no distinction between real and integers)
String
Boolean (true and false)
2. Non case sensitive.
3. Two different kind of code module: Library
Trigger
4. Library: only functions and local variables in functions, but no constants and global variables.
Trigger: functions, variables, constants and the main function which has the same name like the trigger source code and will start when the system call that trigger.
5. Functions can contain variable declaration, but no constant declaration. Those variables are local in the function.
6. Comments with // (double slash).
Syntax:
Library source file:
// here start the library source code
Library;
Number | String | Boolean | Void Function1(Type Name, Type Name, ...) {
Variable
Type Name1 := Value;
Type Name2 := Value;
EndVariable
Statements;
Return;
}
Number | String | Boolean | Void Function2(Type Name, Type Name, ...) {
Variable
Type Name1 := Value;
Type Name2 := Value;
EndVariable
Statements;
Return;
}
// Here is the end of the library source code. The file name must have a .cli extension.
// Here starts the trigger source code.
Trigger;
Library Library1Name;
Library Library2Name;
Constant
Type Name1 := Value;
Type Name2 := Value;
EndConstant
Variable
Type Name1 := Value;
Type Name2 := Value;
Array Type Name1[Index1, Index2, ...];
Array Type Name2[Index1, Index2, ...];
EndVariable;
Number | String | Boolean | Void Function1(Type Name, Type Name, ...) {
Variable
Type Name1 := Value;
Type Name2 := Value;
EndVariable
Statements;
Return;
}
Number | String | Boolean | Void Function2(Type Name, Type Name, ...) {
Variable
Type Name1 := Value;
Type Name2 := Value;
EndVariable
Statements;
Return;
}
Void Trigger(Type Name, Type Name, ... ) {
Variable
Type Name1 := Value;
Type Name2 := Value;
EndVariable
Statements;
Return;
}
// Here is the end of the trigger source code. The file name must have a .ctr extension.
The Trigger function ALWAYS Void. The Trigger Function name the same like the trigger source code name and the same like the built in trigger name:
Let say we have a trigger in the game: EndOfTurn
In this case the trigger source code name is: EndOfTurn.ctr
The trigger main function:
Void EndOfTurn(Turn Number) {
Variable
Type Name1 := Value;
Type Name2 := Value;
Variableend
Statement1;
.
.
.
StatementN;
Return;
}
Instructions:
Statements:
Simple Statements:
Assignment:
variable := expression;
expression: must be type compatible with the variable
Void function calls:
i.e.:
MyFunction(First,Second);
Structured statements:
1. Compound statement:
All the simple statements between the { and } brackets.
i.e.:
{
a := 158;
b := MyFunc(125,25);
}
2. If statement:
If (Boolean expression)
Simple or compound statement1
//optional
else
Simple or compound statement2
If the Boolean expression is true then statement1 is executed, otherwise the statement2 is executed.
3. While statement:
While (Boolean expression)
Simple or compound statement
The while statement executes as long as the Boolean expression returns true.
4. Do While statement:
Do
Simple or compound statement
While (Boolean expression)
The while statement executes as long as the Boolean expression returns true.
5. For statement:
For(Initial value, final value, counter)
Simple or compound statement
The for statement executes as long as the final value is true.
Expression:
The order of the execution can be determined by brackets ( and )
1. Numeric:
Constant (i.e. 16)
Variable (i.e. N)
Function Sum(A, B, C);
Addition + Op1 + Op2 (i.e. 16+12)
Subtraction - Op1 - Op2 (i.e. 16-N)
Multiplication * Op1 * Op2 (i.e. 12*N)
Division / Op1 / Op2 (i.e. 12/2)
Negation - -Op (i.e. -N)
Increment ++ ++Op or Op++ (i.e. ++N) Op must be a number variable!
Decrement -- --Op or Op-- (i.e. N--) Op must be a number variable!
2. String
Constant (i.e. 'AbcD')
Variable (i.e. S)
Function Uppercase('abc');
Concatenation + Op1 + Op2 (i.e. S+'cd')
3. Boolean
Constant (i.e. true)
Variable (i.e. T)
Function Good();
And & Op1 & Op2
Or | Op1 | Op2
Not ! ! Op
Relational operators (Result ALWAYS Boolean)
Numeric: (Op1 and Op2 are numeric expressions)
Equality = Op1 = Op2
Inequality != Op1 != Op2
Less-than < Op1 < Op2
Greater-than > Op1 > Op2
Less-than or equal to <= Op1 <= Op2
Greater-than or equal to >= Op1 >= Op2
String: (Op1 and Op2 are string expressions)
Equality = Op1 = Op2
Inequality <> Op1 <> Op2
Calling Order:
Let say we wold like to play with the "myscenario" scenario. The system first start to load all the triggers and libraries from the default directory After looking for triggers and libraries in the "myscenario" scenario directory:
i.e.:
first ...\default\mod\*.ctr (triggers)
...\default\mod\*.clb (libraries)
after
...\myscenario\mod\*.ctr (triggers)
...\myscenario\mod\*.clb (libraries)
If the system find triggers in the "myscenario" library with the same names like the defaults, then the system will use those "myscenario" triggers to control the game.
Blade Runner
[This message has been edited by Blade Runner (edited August 13, 1999).]
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Blade Runner
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Belgium
Jan 1970 time: 06:13
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Hi Mark,
What I sent already that is only the syntax of the Clash language. I tried to build an easy to understand but flexible macro language. My later task is to produce the interface between the Clash system and the macro interpreter.
Let say we have system variables and arrays in the macro language. First the programmer needs to send the value of the variable to a special interface class. The macro language interpreter can read the value from there.
When something happen in the Clash game (end of turn, civilization split, war start, war end, etc) the programmer call a pseudo method from this special interface class. The interface class code start the macrocode (if exist) or do nothing (if don't exist).
I understand your problem with the macro system. IMO we have two possibilities to produce a working system.
1. I start to code the macro interpreter. We can use my syntax, or anything, which get the majority support from the team. When the macro system ready, than we can start to collect ALL the useful variables and events to connect to the macro system.
2. We (the programmer team) start to check the system description to build up the best combination of the useful variables and events for the macro language. The programmers must produce the interface part, when they produce the program code. I write the macro language interpreter.
The macro writers can use only that system variables and events what we provide to them. The rest will be completely hidden. With your example: If we realy wants to provide this information to the users we can produce a 3 dimensional system array:
FE: Civvalues[civs,area,subarea]
Civvalues[Romans,Culture,HistoricalPowerOfAristocr
acy] := 0.25;
Of course ALL the macro system variables MUST be exist always, so they cannot be runtime generated. I cannot see any other possibility, but maybe the others.
Blade Runner
[This message has been edited by Blade Runner (edited August 14, 1999).]
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mca
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Odense, Denmark
Jan 1970 time: 06:13
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Blade Runner:
Most scripting languages I know of don't require variable declarations, and variables are typically typeless (whether operands are valid is determined at runtime). So if you need a variable, you just assign it a value, and it will exist.
Likewise, functions typically don't have return types, and neither do the function parameters. Thus, a function definition might look like:
myFunction(x, y, name)
{
// function body
return someValue
}
This typically makes scripting languages more easy to use.
Martin
[This message has been edited by mca (edited September 04, 1999).]
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