Commands
Commands are built in function macros that expand into instructions during compilation.
Here is a list of them, some have multiple overloads
Overloaded commands have the following syntax:
command.variant();
Input/output
print
Appends the items to the print buffer, calling this function on its own will not print any contents to a message block.
To print the contents of the print buffer and empty it, call printFlush
.
// call normally
print("a + b = ", left, " + ", right, " = ", left + right);
// call with tagged string templates
print`a + b = ${left} + ${right} = ${left + right}`;
draw
Contains the multiple variants of the draw
instruction
WARNING
Nothing is drawn until drawFlush
is called.
draw.clear
Fills the screen with a color.
jsdraw.clear(0, 0, 0); // black screen
draw.color
Sets the color for the next drawing operations.
Each parameter must be within range: [0, 255].
jsdraw.color(255, 255, 255, 128);
draw.col
Sets the color for the next drawing operations.
Uses compressed rgba data from
packColor
.jsdraw.col(packColor(1, 1, 1, 1));
draw.stroke
Sets the width of the next lines to be drawn.
jsdraw.stroke(15);
draw.line
Draws a line between two points.
jsdraw.line({ x: 5, y: 5, x2: 50, y2: 50 });
draw.rect
Draws a filled rectangle.
jsdraw.rect({ x: 10, y: 15, height: 60, width: 40, });
draw.lineRect
Draws a rectangle outline.
jsdraw.lineRect({ x: 10, y: 15, height: 60, width: 40, });
draw.poly
Draws a filled, regular polygon.
sides
- The number of sides the polygon should haveradius
- The smallest distance between a line and the center of the polygonrotation
- The rotation of the polygon in degree
jsdraw.poly({ radius: 10, rotation: 0, sides: 10, x: 25, y: 25, });
draw.linePoly
Draws the outline of a regular polygon.
sides
- The number of sides the polygon should haveradius
- The smallest distance between a line and the center of the polygonrotation
- The rotation of the polygon in degree
jsdraw.linePoly({ radius: 10, rotation: 0, sides: 10, x: 25, y: 25, });
draw.triangle
Draws a filled triangle.
jsdraw.triangle({ x: 10, y: 10, x2: 20, y2: 20, x3: 30, y3: 10, });
draw.image
Draws an image of the respective content. (like
Units.dagger
andBlocks.router
)image
- The symbol for the image to be drawn.rotation
- The rotation of the image in degrees.
js// draw a router draw.image({ x: 30, y: 30, image: Blocks.router, size: 15, rotation: 0, }); // draw the unit bound to the processor draw.image({ x: 60, y: 60, image: Vars.unit.type, size: 15, rotation: 0, });
Block Control
printFlush
Writes the contents of the print buffer into the target message and clears the buffer afterwards.
target
The message building to write to. Writes tomessage1
by default.Note that the default value only applies if you don't pass any parameter to this function.
const message = getBuilding("message2");
printFlush(message);
printFlush(); // defaults to message1
drawFlush
Writes the contents of the draw buffer into the target display and clears the buffer afterwards.
target
The display building to write to. Writes todisplay1
by default.Note that the default value only applies if you don't pass any parameter to this function.
const display = getBuilding("display2");
drawFlush(display);
drawFlush(); // defaults to display1
getLink
Gets a block link by its index.
To make safe queries it is recommended to check an index before trying to get a link. This can be done by using Vars.links
.
if (index < Vars.links) {
const myBlock = getLink(index);
// ...
}
control
Contains the multiple variants of the control
instruction
control.enabled
Sets whether the building is enabled or disabled.
jsconst conveyor = getBuilding("conveyor1"); control.enabled(conveyor, false);
control.shoot
Makes the building shoot or aim at the given position
building
- The shooting buildingshoot
-true
to shoot,false
to just aim at the position
jscontrol.shoot({ building: getBuilding("cyclone1"), shoot: true, x: Vars.thisx, y: Vars.thisy, });
control.shootp
Shoot at an unit with velocity prediction
building
- The shooting buildingunit
- The target unitshoot
-true
to shoot,false
to just aim
jsconst turret = getBuilding("cyclone1"); const player = radar({ building: turret, filters: ["player", "any", "any"], order: true, sort: "distance", }); control.shootp({ building: turret, unit: player, shoot: true, });
control.config
Sets the config of a block (like the item of a sorter)
jsconst sorter = getBuilding("sorter1"); control.config(sorter, Items.copper);
control.color
Sets the color of an illuminator.
jsconst illuminator = getBuilding("illuminator1"); control.color(illuminator, packColor(0.2, 0.65, 1, 1));
radar
Detects an unit nearby this building
.
building
- The building used to detect potential targetsfilters
- The filters for selecting a target. Use "any" for any target.order
-true
to get the first result,false
to get the last result.sort
- The method on which the results should be sorted
Example:
const turret = getBuilding("cyclone1");
// returns the furthest enemy unit
const result = radar({
building: turret,
filters: ["enemy", "any", "any"],
order: false,
sort: "distance",
});
sensor
Alternate way to access special properties on objects.
This method allows you to use customly created symbols and sensor them on buildings.
property
- The property to be sensed on the buildingtarget
- The object that will be "sensed"
const myBuilding = getBuilding("container1");
// problably defined by a mod
const myCustomSymbol = getVar<symbol>("@custom-symbol");
const result = sensor(myCustomSymbol, myBuilding);
const myBuilding = getBuilding("container1");
/** @type {symbol} problably defined by a mod */
const myCustomSymbol = getVar("@custom-symbol");
const result = sensor(myCustomSymbol, myBuilding);
Operations
lookup
Looks up content symbols by their index.
lookup.block
Looks up a block symbol by it's index on the content registry.
Use
Vars.blockCount
to check the maximum index allowed.jsif (index < Vars.blockCount) { const blockKind = lookup.block(index); }
lookup.unit
Looks up an unit symbol by it's index on the content registry.
Use
Vars.unitCount
to check the maximum index allowed.jsif (index < Vars.unitCount) { const unitKind = lookup.unit(index); }
lookup.item
Looks up an item symbol by it's index on the content registry.
Use
Vars.itemCount
to check the maximum index allowed.jsif (index < Vars.itemCount) { const itemKind = lookup.item(index); }
lookup.liquid
Looks up a liquid symbol by it's index on the content registry.
Use
Vars.liquidCount
to check the maximum index allowed.jsif (index < Vars.liquidCount) { const liquidKind = lookup.liquid(index); }
packColor
Packs RGBA color information into a single number.
Each paremeter must range from 0
to 1
.
const colorData = packColor(0.1, 0.6, 0.8, 0.1);
// world processor only
setRule.ambientLight(colorData);
Flow control
wait
Stops the execution for the given amount of seconds
print("before");
printFlush();
wait(3.5);
print("after");
printFlush();
endScript
Jumps to the top of the instruction stack
const { enabled } = getBuilding("switch1");
if (!enabled) endScript();
// do something when the switch is enabled
stopScript
Halts the execution of this processor. Can be used to debug code and analyze the processor registers.
// stop the processor to debug variables
stopScript();
Unit control
unitBind
Binds an unit to the this processor. The unit is accessible at Vars.unit
.
If an unit symbol is received, the processor will pick an unit of the given type.
If an unit object is received, the processor will bind to the unit.
unitBind(Units.flare);
const { x, y } = Vars.unit;
print`x: ${x} y: ${y}`;
printFlush();
unitControl
Controls the unit bound to the processor
unitControl.idle
Makes the unit bound to this processor stop moving but allows it to keep doing it's action (like mining or building).
jsunitControl.idle();
unitControl.stop
Makes the unit bound to this processor stop mining, building and moving
jsunitControl.stop();
unitControl.move
Makes the unit bound to this processor move to the given position
jsunitControl.move(10, 20);
unitControl.approach
Makes the unit bound to this processor approach the given position at the given radius
radius
- How distant to the position the unit can be
jsunitControl.approach({ x: 15, y: 30, radius: 5, });
unitControl.boost
Whether the unit bound to this processor should be boosted (floating).
jsunitControl.boost(true);
unitControl.target
Makes the unit bound to this processor shoot/aim at the given position
shoot
-true
to shoot,false
to just aim
jsunitControl.target({ shoot: true, x: 15, y: 30, });
unitControl.targetp
Makes the unit bound to this processor target an unit with velocity prediction
unit
- The shoot targetshoot
-true
to shoot,false
to just aim
jsconst player = unitRadar({ filters: ["player", "any", "any"], order: true, sort: "distance", }); unitControl.targetp({ shoot: true, unit: player, });
unitControl.itemDrop
Makes the unit bound to this processor drop it's held items onto the given target
target
- Where to drop the items, ifBlocks.air
, the unit will throw it's items awayamount
- How many items should be dropped
jsconst container = getBuilding("container1"); // ... // drop 40 items on the container unitControl.itemDrop(container, 40); // ... // discard 10 items from the current unit unitControl.itemDrop(Blocks.air, 10);
unitControl.itemTake
Makes the unit bound to this processor take items from a building
target
- The building that will have it's items takenitem
- The kind of item to takeamount
- How many items should be taken
jsconst vault = getBuilding("vault1"); // bind unit and move to the valult... unitControl.itemTake(vault, Items.graphite, 50); // do something with the graphite...
unitControl.payDrop
Makes the unit bound to this processor drop one entity from it's payload
jsunitControl.payDrop();
unitControl.payTake
Makes the unit bound to this processor take an entity into it's payload
takeUnits
- Whether to take units or buildings
jsunitControl.payTake({ takeUnits: true, });
unitControl.payEnter
Makes the unit bound to this processor enter/land on the payload block the unit is on
jsunitControl.payEnter();
unitControl.mine
Makes the unit bound to this processor mine at the given position
jsunitControl.mine(10, 20);
unitControl.flag
Sets the numeric flag of the unit bound to this processor
jsconst localFlag = 123; unitControl.flag(localFlag);
unitControl.build
Makes the unit bound to this processor build a building with the given properties
block
- The kind of building to buildrotation
- The rotation of the building, ranges from 0 to 3config
- The config of the building
jsunitControl.build({ x: 10, y: 20, block: Blocks.sorter, rotation: 1, config: Items.silicon, });
unitControl.getBlock
Makes the unit bound to this processor get data about a block at the given position
jsconst [type, building, floor] = unitControl.getBlock(10, 20); // do something with the results
unitControl.within
Checks if the unit bound to this processor is within a radius of a given position.
jsunitControl.within({ x: 10, y: 20, radius: 5, });
unitControl.unbind
Resets the AI of the unit.
Calling
unbind
does not actually unbind the unit from the processor, it just makes the unit resume its natural behavior.jsunitControl.unbind();
unitRadar
Finds an unit near the unit bound to this processor
filters
- The filters for selecting a target. Use "any" for any target.order
-true
to get the first result,false
to get the last result.sort
- The method on which the results should be sorted
Example:
// returns the furthest enemy unit
const result = unitRadar({
filters: ["enemy", "any", "any"],
order: false,
sort: "distance",
});
unitLocate
Uses the unit bound to this processor to find specific types of blocks
unitLocate.ore
Uses the unit bound to this processor to find an ore vein anywhere on the map
ore
- The kind of item the ore should contain
jsconst [found, x, y] = unitLocate.ore(Items.copper); if (found) { unitControl.approach({ x, y, radius: 5 }); }
unitLocate.building
Uses the unit bound to this processor to find a building anywhere on the map
group
- The group that the building belongs toenemy
- Whether it should be an enemy building or an ally one
jsconst vault = getBuilding("vault1"); const takeAmount = 100; unitBind(Units.mega); // we don't use the `found` variable // because we always have our own core const [, x, y, core] = unitLocate.building({ group: "core", enemy: false, }); const location = { x, y, radius: 5, }; if (!unitControl.within(location) && Vars.unit.totalItems == 0) { // if the unit has no items and it is not near // the core, move it to the core // and take 100 copper unitControl.approach(location); unitControl.itemTake(core, Items.copper, takeAmount); } else { // else, approach the vault and drop the items on it unitControl.approach({ x: vault.x, y: vault.y, radius: 5, }); unitControl.itemDrop(vault, takeAmount); }
unitLocate.spawn
Uses the unit bound to this processor to find an enemy spawn anywhere on the map.
Returns the enemy spawn point or its core, if it exists.
jsconst [found, x, y, core] = unitLocate.spawn(); if (!found) { print("No enemy core found"); } else if (core) { print`core location at (${x}, ${y})`; } else { print`enemy spawn at (${x}, ${y})`; } printFlush();
unitLocate.damaged
Uses the unit bound to this processor to find a damaged ally buildings anywhere on the map
jsconst [found, x, y, building] = unitLocate.damaged(); if (found) { print`go fix a ${building} at (${x}, ${y})`; } else { print("No damaged building found"); } printFlush();
World
These commands are exclusive to world processors and will not work on regular processor
getBlock
Gets block data from the map. Available ONLY for world processors.
getBlock.floor
Gets the floor type on the given location
jsconst floorType = getBlock.floor(10, 20);
getBlock.ore
Gets the ore type on the given location.
Blocks.air
if there is no orejsconst oreType = getBlock.ore(10, 20); if (oreType != Blocks.air) { print("found ", oreType); } else { print("no ore found"); } printFlush();
getBlock.block
Gets the block type on the give location.
Blocks.air
if there is no block.jsconst blockType = getBlock.block(10, 20); if (blockType != Blocks.air) { print("found ", blockType); } else { print("no block found"); } printFlush();
getBlock.building
Gets the building on the given location.
undefined
if there is no building.jsconst building = getBlock.building(10, 20); if (building != undefined) { print("found ", building, ""); } else { print("no building found"); } printFlush();
setBlock
setBlock.floor
Sets the floor of the tile at the given location.
jssetBlock.floor(10, 20, Blocks.metalFloor5);
setBlock.ore
Sets the ore at the given location. Use
Blocks.air
to remove any ore.jssetBlock.ore(10, 20, Blocks.oreCopper);
setBlock.block
Sets the block at a given location, it can be a regular building or an environment block.
jssetBlock.block({ x: 10, y: 20, to: Blocks.router, rotation: 0, team: Teams.sharded, });
spawnUnit
Spawns an unit at the given location.
rotation
- The initial rotation of the unit in degrees.
spawnUnit({
team: Teams.sharded,
type: Units.flare,
x: 10,
y: 20,
rotation: 90,
});
applyStatus
Contains the variants for the applyStatus
instruction.
applyStatus.apply
Applies a status effect to the given unit.
The only status effects that don't require a duration are
overdrive
andboss
.jsapplyStatus.apply("burning", Vars.unit, 10); applyStatus.apply("boss", Vars.unit);
applyStatus.clear
Removes a status effect to the given unit.
jsapplyStatus.clear("burning", Vars.unit); applyStatus.clear("boss", Vars.unit);
spawnWave
Spawns an enemy wave, can be used even if there is an already active wave.
// natural wave, units appear on the enemy spawn
spawnWave(true);
// syntethic wave, units appear on the given coordinates
spawnWave(false, 10, 20);
setRule
Contains the multiple variants of the setrule
instruction.
setRule.currentWaveTime
Sets the wave countdown in seconds.
jssetRule.currentWaveTime(10);
setRule.waveTimer
Enables/disables the wave timer.
jssetRule.waveTimer(true);
setRule.waves
Allows or prevents waves from spawning.
jssetRule.waves(true);
setRule.wave
Sets the current wave number.
jssetRule.wave(10);
setRule.waveSpacing
Sets the time between waves in seconds.
jssetRule.waveSpacing(180);
setRule.waveSending
Sets wether waves can be manually summoned by pressing the play button.
jssetRule.waveSending(true);
setRule.attackMode
Sets wether the gamemode is the attack mode
jssetRule.attackMode(true);
setRule.enemyCoreBuildRadius
Sets the radius of the no-build zone around enemy cores.
jssetRule.enemyCoreBuildRadius(150);
setRule.dropZoneRadius
Sets the radius around enemy wave drop zones.
jssetRule.dropZoneRadius(20);
setRule.unitCap
Sets the base unit cap.
jssetRule.unitCap(40);
setRule.mapArea
Sets the playable map area. Blocks that are out of the new bounds will be removed.
jssetRule.mapArea({ x: 0, y: 0, width: 500, height: 500, });
setRule.lighting
Sets wether ambient lighting is enabled
jssetRule.lighting(true);
setRule.ambientLight
Sets the ambient light color.
packColor
can be used to get the RGBA data recevied by this function.js// enables lighting and sets the color to gray setRule.lighting(true); setRule.ambientLight(packColor(0.5, 0.5, 0.5, 1));
setRule.solarMultiplier
Sets the multiplier for the energy output of solar panels.
jssetRule.solarMultiplier(10);
setRule.buildSpeed
Sets the build speed multiplier of a team.
The multiplier will always be clamped between
0.001
and50
.jssetRule.buildSpeed(Teams.sharded, 1.5);
setRule.unitBuildSpeed
Sets the speed multiplier for unit factories.
The multiplier will always be clamped between
0
and50
.jssetRule.unitBuildSpeed(Teams.sharded, 3);
setRule.unitCost
Sets the build cost multiplier for constructing units.
jssetRule.unitCost(Teams.sharded, 1.75);
setRule.unitDamage
Sets the damage multiplier for units on a given team.
jssetRule.unitDamage(Teams.sharded, 1.25);
setRule.blockHealth
Sets the block health multiplier for a given team.
jssetRule.blockHealth(Teams.crux, 0.75);
setRule.blockDamage
Sets the block damage multiplier for a given team.
jssetRule.blockDamage(Teams.crux, 2);
setRule.rtsMinWeight
Sets the Real Time Strategy minimum weight for a team.
In other words it, sets the minimum "advantage" needed for a squad to attack. The higher the value, the more cautious the squad is.
jssetRule.rtsMinWeight(Teams.sharded, 3);
setRule.rtsMinSquad
Sets the Real Time Strategy minimum size of attack squads of a team.
The higher the value, the more units are required before a squad attacks.
jssetRule.rtsMinSquad(Teams.sharded, 5);
flushMessage
Writes the contents of the print buffer in the selected mode and clears the buffer afterwards. World processor ONLY.
print("Hello");
flushMessage.announce(4); // lasts 4 seconds
wait(5);
print("World");
flushMessage.toast(4);
wait(5);
flushMessage.notify
Shows a nofication at the top of the screen
jsprint("something"); flushMessage.notify();
flushMessage.mission
Puts the content on the top left corner of the screen
jsprint("something"); flushMessage.mission();
flushMessage.announce
Puts the content on the middle of the screen
duration
- The duration, in seconds
jsprint("something"); flushMessage.announce(3);
flushMessage.toast
Puts the content on the middle top of the screen
duration
- The duration, in seconds
jsprint("something"); flushMessage.toast(5);
cutscene
cutscene.pan
Moves the player's camera to the given location.
jscutscene.pan({ x: 10, y: 20, speed: 15, });
cutscene.zoom
Zooms the player camera to the desired level
jscutscene.zoom(3);
cutscene.stop
Gives the camera control back to the player
jscutscene.stop();
explosion
Creates an explosion
explosion({
team: Teams.crux,
x: 5,
y: 15,
radius: 20,
damage: 100,
air: true,
ground: true,
pierce: true,
});
setRate
Sets the speed of this world processor in instructions per tick.
setRate(20);
fetch
Contains the variants of the fetch
instruction.
fetch.unit
Gets an unit from the given team The index starts at 0.
jsconst count = fetch.unitCount(Teams.sharded); for (let i = 0; i < count; i++) { const unit = fetch.unit(Teams.sharded, i); print`x: ${unit.x}, y: ${unit.y}\n`; } printFlush();
fetch.unitCount
Gets the amount of units existing on a given team.
jsconst count = fetch.unitCount(Teams.sharded); for (let i = 0; i < count; i++) { const unit = fetch.unit(Teams.sharded, i); print`x: ${unit.x}, y: ${unit.y}\n`; } printFlush();
fetch.player
Gets a player from a team.
The index starts at 0.
jsconst count = fetch.playerCount(Teams.sharded); for (let i = 0; i < count; i++) { const player = fetch.player(Teams.sharded, i); print`x: ${player.x}, y: ${player.y}\n`; } printFlush();
fetch.playerCount
Gets the amount of players existing on a given team.
jsconst count = fetch.playerCount(Teams.sharded); for (let i = 0; i < count; i++) { const player = fetch.player(Teams.sharded, i); print`x: ${player.x}, y: ${player.y}\n`; } printFlush();
fetch.core
Gets a core from a team.
The index of the starts at 0.
jsconst count = fetch.coreCount(Teams.sharded); for (let i = 0; i < count; i++) { const core = fetch.core(Teams.sharded, i); print`x: ${core.x}, y: ${core.y}\n`; } printFlush();
fetch.coreCount
Gets the amount of cores existing on a given team.
jsconst count = fetch.coreCount(Teams.sharded); for (let i = 0; i < count; i++) { const core = fetch.core(Teams.sharded, i); print`x: ${core.x}, y: ${core.y}\n`; } printFlush();
fetch.build
Gets a building from a team.
The index starts at 0.
jsconst count = fetch.buildCount(Teams.sharded, Blocks.router); for (let i = 0; i < count; i++) { const router = fetch.build(Teams.sharded, i, Blocks.router); print`x: ${router.x}, y: ${router.y}\n`; } printFlush();
fetch.buildCount
Gets the amount of buildings existing on a given team.
jsconst count = fetch.buildCount(Teams.sharded, Blocks.router); for (let i = 0; i < count; i++) { const router = fetch.build(Teams.sharded, i, Blocks.router); print`x: ${router.x}, y: ${router.y}\n`; } printFlush();
getFlag
Checks if a global flag is set.
const flagEnabled = getFlag("foo");
setFlag
Sets a global flag.
setFlag("foo", true);