Staredit Network > Forums > SC1 Mapping Tools > Topic: [Compiler] Programming Language - SCUMSLang
[Compiler] Programming Language - SCUMSLang
Feb 4 2021, 2:13 am
By: Teroneko  

Feb 4 2021, 2:13 am Teroneko Post #1



Hello,

I am currently working on an own compiler named SCUMSLang (pronounced S-C-U-M-S-Lang).
The project, the upcoming binaries and also the source code can you view at https://github.com/SCUMSLang/SCUMSLang (MIT).
But you can also join the SCUMSLang community server at discord (who is first? :P).

I want to supersede LangUMS (https://github.com/LangUMS/langums) because it has some limitations and minor bugs. The greatest limitation is actual a design decision. LangUMS lets fire triggers in a huge "queue"/"state machine"/"pipeline" so every trigger of any player is dependent on another trigger. When a trigger needs more time than other, it will affect its following triggers negatively. So my vision is to implement triggers in many "queues"/"state machines"/"pipelines" so it won't affect other player's triggers. Moreover I want to implement a sleep method that takes advantage of hyper triggers/complex hyper triggers.

Approximately Features of SCUMSLang (✅ means implemented)
  • Pretty the same features like LangUMS
  • Written in C# (✅)
  • Independable state machines but dependent on those they have to be
  • Enum types (e.g. Player.Player1, Player.Force1 and so on) (✅)
  • Statically types (e.g. int, short, byte, bool, string, or concrete enum type) (✅)
  • Integer pool with overflow detection
  • Function overloading (✅)
  • Side effectless sleep()
  • Better IDE integration with in-code API documentation
  • Chocolatey (package manager) support

My motivation is to create a new complex CPU Mouse map without partially digging into SCMDraft and put some triggers inside to make triggers to work that got procuded by LangUMS. For example is the mathematical "while (randomLocation > 64) { randomLocation = randomLocation - 64; }"-expression somewhat slow and delays all following triggers like spawning SCV Dropper when you build a Protoss Nexus in-between the delay. There is also the straaaaaange bug, that my Protoss Probe is sometimes stucking in Protoss Pylon because of such delays. Here a reference to the CPU Cat map I am talking about: CPU Cat Revival.

The current state of the project is not usable but I really would like to hear your opinion about the project! :)

Post has been edited 8 time(s), last time on Feb 17 2021, 2:14 pm by Teroneko.



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[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
[2024-4-20. : 8:09 pm]
Vrael -- woo baby talk about a time crunch
[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
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