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Hexagon

Hexagon is a programming language for Hex Casting. Hexagon is a superset of the hexpattern format, adding variables, if statements, and more.

release web

Installing

Download the latest release here

Usage

Interpret a file

hexagon run filename.hexagon

Compile a file

hexagon build filename.hexagon

Evaluate a hex in-game using Hex Server

hexagon send http://localhost:9000/hexPost filename.hexagon

Debug a hex in-game using Hex Server and HexDebug

hexagon send http://localhost:9000/hexDebug filename.hexagon

Syntax

Actions are written in the hexpattern format

Mind's Reflection
Compass Purification

Actions that retrieve information from the world must have a value set for the interpreter (not needed for compiler)

Scout's Distillation: Null
Zone Distillation: Player: [@Caster]

Numerical Reflection and Bookkeepers also require a value to be set

Numerical Reflection: 1
Bookkeeper's Gambit: v-vv-

Iota Syntax

Iotas are written in the following format:

1                              //Number
(1,2,3)                        //Vector
[1, (1, 2, 3)]                 //List
@Caster                        //Entity 
Null                           //Null
Garbage                        //Garbage
True                           //Bool
NORTHEAST qaq                  //Pattern via signature
Numerical Reflection: 1        //Pattern via name
"hello world"                  //String
[(3, 2) | 1, 1; 2, 2; 3, 3]    //Matrix
[(0, 0)]                    //Empty Matrix

Embedding Iotas

<Iota>: direct insertion, no escape
<{Iota}>: embed with intro/retro/flock
<\Iota>: embed with consideration(s)
<<Iota>>: embed with intro or considerations, whichever is shorter

Variables

Note: currently, all variables are global and are never deallocated.

Mind's Reflection
Compass Purification 
Store($pos)               //Remove top iota from stack and store in $pos

Mind's Reflection
Compass Purification 
Copy($pos)                //Copy top iota on stack and store in $pos

$pos                      //Push pos to the stack
Place Block

If / Else

<\True>
Store($condition)
...
if {$condition} then {
	...
} else {
	...
}

//else branch is optional
if {$condition} then {
	...
}

//else if
if {$condition1} then {
	...
} else if ($condition2) then {
	...
} else {
	...
}

If statements will evaluate the condition and use the top Iota on the stack to determine which branch to take. Note that this does not isolate the stack, so the code below is perfectly valid:

<\True>
if {} then {
	//this branch will be pushed to the stack
	...
} else {
	...
}

The then and else blocks will be pushed to the stack. To evaluate the block, use Hermes' Gambit or its ilk.

if {<\True>} then {
	...
} else {
	...
}
Hermes' Gambit //evaluates the 'then' branch


Macros

Macros are defined using this syntax:

#define Macro Name (DIRECTION signature) ... {
...
}

As an example:

#define Duplicate Thrice (SOUTH_EAST edd) = num, num -> num {
	Numerical Reflection: 3
	Gemini Gambit
}

Note: everything between the signature and first curly bracket is ignored, so the following is also valid:

#define Duplicate Thrice (SOUTH_EAST edd)
{
	Numerical Reflection: 3
	Gemini Gambit
}

When macros are used in a hex, they get expanded, not evaluated.

Mind's Reflection
Duplicate Thrice     //expand a macro

{
	Duplicate Thrice //expand a macro into a list
}




<\Duplicate Thrice>  //embed the pattern associated with the macro

<Duplicate Thrice>   //will cause a mishap

Config

By default, Hexagon looks for a config.toml file in the current directory. A different file can also be specified:

hexagon run example.hexagon example.toml

Config Syntax

//register an akashic library
[[libraries]]
location = [0, 0, 0]
"adda" = "@Zombie"
"qaaq" = "5"

//register another library
[[libraries]]
location = [1, 2, 3]

//register an entity
[[entities]]
name = "Zombie"
uuid = "[I;542246046,714361767,-2088965103,2106423580]" //optional, defaults to 0s
type = "Monster"
item = "Focus" //optional, defaults to None
iota = "1"     //optional, defaults to None