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Difference between revisions of "YOLOL"

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{{Otherlang2
|en=YOLOL
|de=YOLOL:de
|fr=YOLOL:fr
|ru=YOLOL:ru
|ua=YOLOL:ua
|jp=YOLOL:jp
|zh-cn=YOLOL语言
}}
== Summary ==
== Summary ==


YOLOL is the programming language used to control and manage electric devices.<br>
{{#evt:service=youtube|id=https://www.youtube.com/watch?v=7lXK6_bktUk|alignment=center}}
The code is written on lines in [[Chip|chips]] which are then inserted to [[Chip socket|chip sockets]], that read and relay their messages.<br>
 
With YOLOL, it's possible to program and control almost any device within the known universe.
YOLOL is a programming language used to control and manage electrical [[Devices and machines|devices]].<br>
The code is written on lines in [[YOLOL Chip|YOLOL chips]] which are then inserted into [[Chip socket|chip sockets]], that read and relay their messages.<br>
The programming language enables the programming and controlling of almost any device within the known universe.


== Basic information ==
== Basic information ==


=== How it works? ===
=== How it works ===
 
The code is written to and executed from programmable chips, and can be used to both monitor and control electrical [[Devices and machines|devices]] connected to a [[Data networks|data network]].<br>
YOLOL code is written to and executed from YOLOL chips, and can be used to monitor and control electrical [[Devices and machines|devices]] connected to the [[Data networks|data network]] the chip is connected to.<br>
Lines of code are executed in sequence from top to bottom, repeating the cycle of the chip after the last line has been executed, unless the script includes programmed instructions for specific line changes or stopping the execution completely.
Lines of code are executed in sequence from top to bottom, repeating the cycle of the chip after the last line has been executed, unless the script includes instructions for specific line changes, or stopping code completely.<br>


To put it simply:
To put it simply:


# Code execution starts from line 1
# Code execution starts from line 1
# After reading line 1, it proceeds to the next line based on the chip time interval
# After reading line 1, it proceeds to the next line based on the chip's time interval
# The process is repeated
# The process is then repeated for the lines 2, 3, 4... etc.
# If there are no special cases, the chip will begin executing line 1 again after the last line has been executed
# The chip will begin executing line 1 again after the last line has been executed (unless the last line contains a goto statement or execution has been paused)
 
So blank lines still use 0.2 seconds and can be used as a brief execution delay. (lines with only a comment are effectively the same as a blank line.)
 
=== Limitations ===


=== Related pages ===
* Lines take 0.2 seconds to execute.
* A line can contain a maximum of 70 characters (comments and spaces included).*
* Some functions only work on specific YOLOL chips.


* [[Data networks]]
<small>*Note that because of this some examples shown below might not work in-game.</small>
* [[Devices and machines]]
* [[Tools#Universal Tool|Universal tool]]
* [[Chip]]


== Command references ==
== Command references ==
Line 30: Line 44:
=== Case insensitive ===
=== Case insensitive ===


YOLOL is fully case '''insensitive'''.<br>
The programming language is fully case '''insensitive'''.<br>
This means that the following two example scripts function identically to each other:
This means that the following two example scripts function identically to each other:


Line 36: Line 50:


  IF '''buttonstate''' == 1 THEN '''doorstate''' = 1 END
  IF '''buttonstate''' == 1 THEN '''doorstate''' = 1 END
 
* Both scripts set the '''doorstate''' into 1, if '''buttonstate''' value is 1.
The characters can however be written in either lowercase or uppercase letters.<br>
* The characters in the programming language can be written in either lowercase or uppercase letters.
This way it's possible to have your YOLOL code look a bit more organized.
** They are still parsed as case insensitive.
** This way it's possible to have the code look a bit more organized.


=== Variables ===
=== Variables ===


* The variables in the programming language are weakly typed (don't enforce type validity), and support two data types: '''Fixed-point decimals''' (up to 0.001 precision) and '''Strings''' (up to 1024 characters long).
** To put it simply, the variables can either be introduced as strings or numbers, ignoring the earlier variable type if the previous type is not identical, without causing an error.
* Each variable is always of a single type, though it will be implicitly converted when required.
* The default value of an uninitialized variable is 0, and null values are not supported.
* True/False are numerical values of non-0 and 0.
** True != 0
** False == 0


The variables in YOLOL are weakly typed (don't enforce type validity), and support two data types: fixed-point decimals(up to 0.001 precision) and strings.<br>
Assigning a value to a variable always converts the variable to the newly assigned value's type.
To put it simply, the variables can either be introduced as strings or numbers at any point, ignoring the earlier variable type.<br>
Each variable is always of a single type, though it will be implicitly converted when required.<br>
The default value of an uninitialized variable is 0, and nil values are not supported.<br>
True/False are numerical values of non-0 and 0.
 
Assigning a value to a variable always converts the variable to the value's type.


'''Example:'''
'''Example:'''


  ultimateAutopilot= 128.6432
  ultimateAutopilot= 128.643
* This results in the variable '''ultimateAutopilot''' containing a numeric value of 128.643


This results in the variable '''ultimateAutopilot''' containing a numeric value of 128.6432


  ultimateAutopilot= "Error prone"
  ultimateAutopilot= "Error prone"
 
* This results in the variable '''ultimateAutopilot''' to be a string variable "''Error prone''", and numeric value of 128.643 is removed.
This results in the variable '''ultimateAutopilot''' to be a string variable "''Error prone''", and numeric value of 128.6432 is removed.


==== Decimals ====
==== Decimals ====


Numeric values in YOLOL are 64-bit integers.<br>
Numeric values in the programming language are 64-bit fixed-point decimals.<br>
The variables hold decimal numbers up to four decimal accuracy
The variables hold decimal numbers up to three decimal accuracy.<br>
 
As a result, the maximum value range (even during operations) is [-9223372036854775.808, 9223372036854775.807]
pieVariable= 3.1415


The above script assigns a numeric value of 3.1415 to the variable pieVariable.
pieVariable= 3.142
 
* The above script assigns a numeric value of 3.142 to the variable '''pieVariable'''.
Supplying more precise values than the variables can store works, but doesn't affect the end result.
** Supplying more precise values than the variables can store works, but doesn't affect the end result.


  notPieVariable= 0.5772156649
  notPieVariable= 0.5772156649
 
* The above script attempts to assign a numeric value of 0.5772156649 to the variable '''notPieVariable'''.
The above script assigns a numeric value of 0.5772 to the variable notPieVariable.
* The end result however is notPieVariable == 0.577
** Here, the more precise values are cut, leaving only three decimals behind.


==== Strings ====
==== Strings ====


To specify a string literal in YOLOL, the desired string value must be surrounded with double quotation marks.
To specify a string literal in the programming language, the desired string value must be surrounded with double quotation marks.
Strings can hold up to 127 characters.


  stringStorage= "saltberia"  
  badRobots= "saltberia"  
 
* This script assigns the string value of "''saltberia''" to the variable '''badRobots'''.
This script assigns the string value of "''saltberia''" to the variable stringStorage.


==== Device fields / External variables ====
==== Device fields / External variables ====


External variables and device fields can be used within the YOLOL programming with the following syntax:<br>
External variables and device fields can be used in the programming language with the following syntax:<br>
* ''':variableName'''
* ''':variableName'''
**variableName being the configured device field id.
**'''variableName''' being the configured device field id.
 
A colon prefix  ''':'''  is used to tell the script that an external variable is being accessed, instead of using one that may or may not be declared or used in the script.<br>
A programmable [[Chip|chip]] that is connected to a [[Devices and machines|device]] has access to all the devices in the same [[Data networks|network]].<br>
A programmable [[YOLOL Chip|chip]] that is connected to a [[Devices and machines|device]] has access to all the devices in the same [[Data networks|network]].<br>
It can then modify and listen to any device fields it has access to.<br>
It can then modify and listen to any device fields it has access to.<br>
The prefix ':' is used to tell the script that we are trying to access an external variable, instead of using one that may or may not be declared/used in the script.


  if ''':ButtonState''' == 1 then ''':DoorState''' = 1 end
  if ''':ButtonState''' == 1 then ''':DoorState''' = 1 end
* The script above will send the value of 1 to any devices listening to the device field '''DoorState''' if the value of '''ButtonState''' is 1 in the data network.


The script above will send the value of 1 to any devices listening to the device field 'DoorState' if the value of ButtonState is 1 in the data network.
==== Naming Limitations ====
Currently variables containing keywords such as '''if''' or '''end''' can be parsed incorrectly, and must be avoided.
 
==== Memory Chips and Relays ====
 
[[YOLOL memory chip|Memory Chips]] provide 10 device fields that aren't tied to the function of devices and can be used to share variables and their values between multiple [[YOLOL_Chip|YOLOL Chips]]. </br>
In a [[Memory_relay|Memory Relay]] they can also be used to copy data from one device field to another, which allows
* separation of networks e.g. for keeping the data networks less noisy and smaller
* a combination of shortened variable names in yolol and long variable names in displays e.g. for cockpit interfaces


== Operators and commands ==
== Operators and commands ==


Note that the available operators may be limited by the type of YOLOL chip.<br>
Note that the available operators may be limited by the type of the programmable [[YOLOL Chip|chip]].<br>
Basic chips have a limited selection of functions while more advanced ones can perform more complex operations natively.
Basic chips have a limited selection of functions while more advanced ones can perform more complex operations natively.


=== Basic arithmetic and assignment operators ===
=== Basic arithmetic and assignment operators ===
{| class="wikitable"
{| class="wikitable"
|-
|-
! Operation || Numeric operation || String operation
! Operation || Numeric operation || String operation || Chip availability
|-
|-
| A + B || Addition || String A is appended by String B.
| A + B || Addition || String A is appended by String B. || All
|-
|-
| A - B || Subtraction || The last appearance of String B in String A is removed from String A.
| A - B || Subtraction || The last appearance of String B in String A is removed from String A. || All
|-
|-
| A * B || Multiplication || Runtime error. The rest of the line is skipped.
| A * B || Multiplication || Runtime error. The rest of the line is skipped. || All
|-
|-
| A / B || Division || Runtime error. The rest of the line is skipped.
| A / B || Division || Runtime error. The rest of the line is skipped. || All
|-
|-
| A ++ || PostIncrement (A=A+1) || Appends a space to String A. Evaluates to the original value.
| A ++ || PostIncrement (A=A+1) || Appends a space to String A. Evaluates to the original value. || All
|-
|-
| A -- || PostDecrement (A=A-1) || Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the original value.
| A -- || PostDecrement (A=A-1) || Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the original value. || All
|-
|-
| ++ A  || PreIncrement (A=A+1) || Appends a space to String A. Evaluates to the modified value.
| ++ A  || PreIncrement (A=A+1) || Appends a space to String A. Evaluates to the modified value. || All
|-
|-
| -- A || PreDecrement (A=A-1) || Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the modified value.
| -- A || PreDecrement (A=A-1) || Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the modified value. || All
|-
|-
| A = B || Assignment (Variable A is set to the value of variable B) || Assignment
| A = B || Assignment (Variable A is set to the value of variable B) || Assignment || All
|-
|-
| A += B || Addition-assignment (A=A+B) || A is assigned the value of string-operation A+B
| A += B || Addition-assignment (A=A+B) || A is assigned the value of string-operation A+B || All
|-
|-
| A -= B || Subtraction-assignment (A=A-B) || A is assigned the value of string-operation A-B
| A -= B || Subtraction-assignment (A=A-B) || A is assigned the value of string-operation A-B || All
|-
|-
| A *= B || Multiplication-assignment (A=A*B) || Runtime error for string variables. The rest of the line is skipped.
| A *= B || Multiplication-assignment (A=A*B) || Runtime error. The rest of the line is skipped. || All
|-
|-
| A /= B || Division-assignment (A=A/B) || Runtime error for string variables. The rest of the line is skipped.
| A /= B || Division-assignment (A=A/B) || Runtime error. The rest of the line is skipped. || All
|-
|-
| A %= B || Modulo-assignment (A=A%B) || Runtime error for string variables. The rest of the line is skipped.
| A ^= B || Exponentiation-assignment (A=A^B) || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| A ^ B || Exponentiation || Runtime error for string variables. The rest of the line is skipped.
| A %= B || Modulo-assignment (A=A%B) || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| A % B || Modulo || Runtime error for string variables. The rest of the line is skipped.
| A ^ B || Exponentiation || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| ABS A || Modulus (absol value) (A=A if A>=0, else A=-A) || Runtime error for string variables. The rest of the line is skipped.
| A % B || Modulo || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| A! || Factorial || Runtime error for string variables. The rest of the line is skipped.
| ABS A || Modulus (absol value) (A=A if A>=0, else A=-A) || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| SQRT A || Square root of A || Runtime error for string variables. The rest of the line is skipped.
| A! || Factorial || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| SIN A || Sine of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| SQRT A || Square root of A || Runtime error. The rest of the line is skipped. || Advanced, Professional
|-
|-
| COS A || Cosine of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| SIN A || Sine of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|-
|-
| TAN A || Tangent of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| COS A || Cosine of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|-
|-
| ARCSIN A || Inverse sine of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| TAN A || Tangent of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|-
|-
| ARCCOS A || Inverse cosine of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| ASIN A || Inverse sine of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|-
|-
| ARCTAN A || Inverse tangent of A (degrees) || Runtime error for string variables. The rest of the line is skipped.
| ACOS A || Inverse cosine of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|-
| ATAN A || Inverse tangent of A (degrees) || Runtime error. The rest of the line is skipped. || Professional
|}
|}


=== Logical operators ===
=== Logical operators ===


Logical operators are checks, whether or not statement is true or false.<br>
Logical operators are checks that identify if the statement is true or false.<br>
All logical operations return either '''"0 for False"''' or '''"1 for True"'''
All logical operations return either '''"0 for False"''' or '''"1 for True"'''.
The '''NOT''', '''AND''', and '''OR''' keywords consider 0 to be falsy and anything not 0 to be truthy.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Operation || Numeric operation || String operation
! Operation || Numeric operation || String operation || Chip availability
|-
| A < B || Less than || returns 1 if String A is first in alphabetical order, returns 0 if not. || All
|-
| A > B || Greater than || returns 0 if String A is first in alphabetical order, returns 1 if not. || All
|-
| A <= B ||Less than or equal to || returns 1 if String A is first in alphabetical order or identical to String B, returns 0 if not. || All
|-
|-
| A < B || Less than || returns 1 if String A is first in alphabetical order, returns 0 if not.
| A >= B || Greater than or equal to || returns 0 if String A is first in alphabetical order or identical to String B, returns 1 if not. || All
|-
|-
| A > B || Greater than || returns 0 if String A is first in alphabetical order, returns 1 if not.
| A != B || Not equal to || returns 1 if String A is not equal to String B, 0 if it is. || All
|-
|-
| A <= B ||Less than or equal to || returns 1 if String A is first in alphabetical order or identical to String B, returns 0 if not.
| A == B || Equal to || returns 1 if String A is equal to String B, 0 if not. || All
|-
|-
| A >= B || Greater than or equal to || returns 0 if String A is first in alphabetical order or identical to String B, returns 1 if not.
| NOT A || Not || Returns 1 if A is 0, otherwise returns 0. || All
|-
|-
| A ~= B || Not equal to || returns 1 if String A is not equal to String B, 0 if it is.
| A AND B || And || Returns 1 if neither A nor B are 0, otherwise returns 0. || All
|-
|-
| A == B || Equal to || returns 1 if String A is equal to String B, 0 if not.
| A OR B || Or || Returns 1 if either A or B is not 0, otherwise returns 0. || All
|}
|}
You can also use the '''not''', '''and''' and '''or''' keywords to set up more complicated conditions than simple variable value checks.


=== Mixing variable types in operations ===
=== Mixing variable types in operations ===
Line 187: Line 219:


  previouslyNumber= "10" + 15
  previouslyNumber= "10" + 15
 
* The above script results in '''previouslyNumber''' containing the string value "1015".
The above script results in previouslyNumber containing the string value "1015".
** Note that the involved parameters themselves don't change types, their values are just cast as strings for the purpose of the operation:
Note that the involved parameters themselves don't change types, their values are just cast as strings for the purpose of the operation:
   
   
  purelyNumber = 15
  purelyNumber = 15
  purelyString = "10" + purelyNumber
  purelyString = "10" + purelyNumber
 
* When this script has executed, '''purelyString''' contains the string value of "1015", while '''purelyNumber''' still contains the numeric value of 15.
When this script has executed, purelyString contains the string value of "1015", while purelyNumber still contains the numeric value of 15.


=== Goto ===
=== Goto ===
Line 203: Line 232:
Goto is used with the following syntax:
Goto is used with the following syntax:
*'''goto lineNumber'''
*'''goto lineNumber'''
** lineNumber is the line which the command will take the script execution.<br>
** lineNumber is the line which this command will take the script execution.<br>
** Any remaining script that is on the same line after the goto-command will not be executed.
** Any remaining script that is on the same line after the goto-command will not be executed.
*** using if statements before goto ignores goto syntax, assuming the if-statement is false
** Multiple goto commands can be added on the same line using conditionals, as '''False''' goto commands are skipped.
** Multiple goto commands can be added on the same line using conditionals, as '''False''' goto commands are skipped.
** Numeric values outside the [1,20] range are clamped to this range.
** Non-integer values are floored.
** String values will result in a Runtime Error.


  if variable == 5 then '''goto 4''' end '''goto 6'''
  if variable == 5 then '''goto 4''' end '''goto 6'''


The script above will go to line number 4, if '''variable''' has a value of 5.<br>
The script above will go to line number 4, if '''variable''' has a value of 5.<br>
Otherwise it will go to line number 6.
Otherwise it will go to line number 6. Numerical operations can also be done "inside" the goto, e.g.
 
  goto 4+1


=== If-else conditional ===
=== If-else conditional ===


If-else statements are used to branch out the YOLOL script into different paths.<br>
If-else statements are used to branch out the script into different paths.<br>
They use the following syntax:
They use the following syntax:
* '''if ''condition'' then ''statement'' else ''statement'' end'''
* '''if ''condition'' then ''statement'' else ''statement'' end'''
** Condition is a statement that results in a numeric value (where 0 is parsed as False, anything else as True), and statements are pieces of script that are run.
** Condition is a statement that results in a numeric value (where 0 is parsed as False, anything else as True), and statements are pieces of script that are run.
** All If-else conditional stations must have '''end''' syntax written after statement is complete.
** The statement has to be on one line. The if, then, else and end cannot be on different lines.


If can be used to branch script execution into two possible outcomes temporarily based on variable value(s).<br>
If can be used to branch script execution into two possible outcomes temporarily based on variable value(s).<br>
'''Example:'''<br>
'''Example:'''<br>
  '''if''' variable ~= 2 '''then''' endResult = 3 '''else''' endResult = 4 '''end'''
  <font color="orangered">'''if'''</font> variable != 2 <font color="orangered">'''then'''</font> endResult = 3 <font color="orangered">'''else'''</font> endResult = 4 <font color="orangered">'''end'''</font>


* This script sets the value of '''endResult''' to 3 if '''variable''' does not have the value of 2.
* This script sets the value of '''endResult''' to 3 if '''variable''' does not have the value of 2.
* If '''variable''''s value is 2, '''endResult''' is set to the value of 4.
* If '''variable''''s value is 2, '''endResult''' is set to the value of 4.


Note that the else statement -part can be left out if not needed.<br>
Note that the else statement -part can be left out if not needed. <br>
 
'''Example:'''<br>
'''Example:'''<br>
  '''if''' variable ~= 2 '''then''' endResult = 3 '''end'''
  <font color="orangered">'''if'''</font> variable != 2 <font color="orangered">'''then'''</font> endResult = 3 <font color="orangered">'''end'''</font>
*This script only sets the value of 3 to '''endResult''' if '''variable''' does not have a value of 2, and doesn't do anything else.
*This script only sets the value of 3 to '''endResult''' if '''variable''' does not have a value of 2, and doesn't do anything else.


==== Nesting ifs ====
==== Nesting if statements ====


It's possible to place if-conditionals inside the true/false statement blocks to achieve further branching of execution.<br>
It is possible to place if-conditionals inside the true/false statement blocks to achieve further branching of execution.<br>
Example:<br>
Example:<br>
  '''if''' variable == 0 '''then''' endResult = 1 '''else''' '''if''' variable == 1 '''then''' endResult = 2 '''end end'''  
  <font color="orangered">'''if'''</font> variable == 0 <font color="orangered">'''then'''</font> endResult = 1 <font color="orangered">'''else'''</font> <font color="cyan">'''if'''</font> variable == 1 <font color="cyan">'''then'''</font> endResult = 2 <font color="cyan">'''end'''</font> <font color="orangered">'''end'''</font>
* This script sets '''endResult''' to 1 if '''variable''' equals 0.
* This script sets '''endResult''' to 1 if '''variable''' equals 0.
* If '''variable''' doesn't equal 0, but it equals 1, '''endResult''' is set to 2.
* If '''variable''' doesn't equal 0, but it equals 1, '''endResult''' is set to 2.


  '''if''' variable == 0 '''then''' '''if''' endResult == 1 '''then''' endResult = 2 '''end''' '''else''' endResult = 1 '''end'''
Example:<br>
* This script sets '''endResult''' to 2 if '''variable''' has a value of 0, and '''endResult''' equals to 1.
  <font color="orangered">'''if'''</font> variable == 0 <font color="orangered">'''then'''</font> <font color="cyan">'''if'''</font> endResult == 1 <font color="cyan">'''then'''</font> endResult = 2 <font color="cyan">'''end'''</font> <font color="orangered">'''else'''</font> endResult = 1 <font color="orangered">'''end'''</font>
* Otherwise it sets '''endResult''' to 1.
* This script sets '''endResult''' to 2 if '''variable''' has a value of 0 and '''endResult''' equals to 1.
* If '''variable''' has a value of something other than 0, this script sets '''endResult''' to 1
* Otherwise '''endResult''' does not change, e.g. when '''variable''' is 0, but '''endResult''' does not equal 1


'''if''' variable == 0 '''then''' '''if''' otherVariable == 1 '''then''' '''if''' thirdVariable == 2 '''then''' fourthVariable = 3 '''end end end'''


This script sets fourthVariable to 3 if variable equals to 0, otherVariable has a value of 1, and thirdVariable has a value of 2.


==== Combining conditions ====


Note that it may be easier to plan and debug the script flow by formatting the yolol-script containing nested ifs to a neater indented form. Also note that writing the script like this won't work in-game, but doing this can still be useful when debugging scripts.
It is possible to calculate conditions inside to further manipulate the branching of execution.<br>
 
Example:<br>
This is the second nested example formatted:
  <font color="orangered">'''if'''</font> variable == 0 <font color="grey">AND</font> endResult != 2 <font color="orangered">'''then'''</font> endResult = 2 <font color="orangered">'''else'''</font> endResult = 1 <font color="orangered">'''end'''</font>
 
* This script sets '''endResult''' to 2 if '''variable''' equals 0, but only if '''endResult''' is not already 2.
  '''if''' variable == 0 '''then'''
* In any other case it sets '''endResult''' to 1.
    '''if''' otherVariable == 1 '''then'''
        otherVariable = 2
    '''end'''
'''else'''
    otherVariable = 1
'''end'''


=== Comments ===
=== Comments ===


Comments are useful when writing code with larger amounts of programmers.<br>
Comments are useful when writing code that is used by a lot of programmers.<br>
Note that comments also use up the pre-determined 70 character line limit and are not excluded from it.
Note that comments also use up space from the pre-determined 70 character line limit and are not excluded from it.<br>
 


Commenting is used with the following syntax:
Commenting is used with the following syntax:
Line 270: Line 302:
** Text can be any single-line set of characters.
** Text can be any single-line set of characters.


  '''//''' This is a comment. It will explain to you how other lines of script work.
  '''//''' This is a comment. It will explain how other lines of script work.
* An example of a possible comment syntax
 
== Order of Operations ==
 
Operations are conducted in the following order, when operators have the same precedence, left to right.<br>
To change order of operations, use ( ): e.g. 3*2+1=6+1=7 is the same as (3*2)+1=6+1=7 but is different from 3*(2+1)=3*3=9.</br>
Where a line has multiple statements, they are executed left to right.</br>
 
{| class="wikitable"
|-
! Operators
! Comments
|-
| ++ --
|
|-
| <nowiki>!</nowiki>
|
|-
| operators
| sqrt, abs, sin etc.
|-
| <nowiki>-</nowiki>
| negate
|-
| ^
|
|-
| */%
|
|-
| <nowiki>< > == != <= >=</nowiki>
| Surprise!
|-
| <nowiki>+-</nowiki>
|
|-
| not (logical negation)
|
|-
| or
|
|-
| and
|
|-
|}


== Errors ==
== Errors ==
There are two types of errors that can happen with the programming language.
# Syntax errors
# Runtime errors
* Syntax errors come from invalid and unparseable script and will result in the whole line not being executed.
* Runtime errors are only catchable while the script is being executed. They result in the execution of the line being interrupted, but any effects until the error will remain.
== Known Bugs/Unintended Behavior ==
This is a list of known problems regarding yolol:<br>
* variablenames including keywords like "if" in them will parse with the keyword in mind, resulting in a syntax error. Example: :life would be parsed as :l if e
==YOLOL Tips & Tricks==
* [[Common YOLOL|Common YOLOL scripts]]
* [[YOLOL Tricks]]
== Related Pages ==
* [[Data networks]]
* [[Devices and machines]]
* [[Device fields]]
* [[Universal tool|Universal tool]]
* [[YOLOL Chip]]
* [[Memory chip]]


[[Category:Networks|YOLOL]]
[[Category:Networks|YOLOL]]

Latest revision as of 16:51, 31 August 2024

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Summary

YOLOL is a programming language used to control and manage electrical devices.
The code is written on lines in YOLOL chips which are then inserted into chip sockets, that read and relay their messages.
The programming language enables the programming and controlling of almost any device within the known universe.

Basic information

How it works

The code is written to and executed from programmable chips, and can be used to both monitor and control electrical devices connected to a data network.
Lines of code are executed in sequence from top to bottom, repeating the cycle of the chip after the last line has been executed, unless the script includes programmed instructions for specific line changes or stopping the execution completely.

To put it simply:

  1. Code execution starts from line 1
  2. After reading line 1, it proceeds to the next line based on the chip's time interval
  3. The process is then repeated for the lines 2, 3, 4... etc.
  4. The chip will begin executing line 1 again after the last line has been executed (unless the last line contains a goto statement or execution has been paused)

So blank lines still use 0.2 seconds and can be used as a brief execution delay. (lines with only a comment are effectively the same as a blank line.)

Limitations

  • Lines take 0.2 seconds to execute.
  • A line can contain a maximum of 70 characters (comments and spaces included).*
  • Some functions only work on specific YOLOL chips.

*Note that because of this some examples shown below might not work in-game.

Command references

Case insensitive

The programming language is fully case insensitive.
This means that the following two example scripts function identically to each other:

if ButtonState == 1 then DoorState = 1 end
IF buttonstate == 1 THEN doorstate = 1 END
  • Both scripts set the doorstate into 1, if buttonstate value is 1.
  • The characters in the programming language can be written in either lowercase or uppercase letters.
    • They are still parsed as case insensitive.
    • This way it's possible to have the code look a bit more organized.

Variables

  • The variables in the programming language are weakly typed (don't enforce type validity), and support two data types: Fixed-point decimals (up to 0.001 precision) and Strings (up to 1024 characters long).
    • To put it simply, the variables can either be introduced as strings or numbers, ignoring the earlier variable type if the previous type is not identical, without causing an error.
  • Each variable is always of a single type, though it will be implicitly converted when required.
  • The default value of an uninitialized variable is 0, and null values are not supported.
  • True/False are numerical values of non-0 and 0.
    • True != 0
    • False == 0

Assigning a value to a variable always converts the variable to the newly assigned value's type.

Example:

ultimateAutopilot= 128.643
  • This results in the variable ultimateAutopilot containing a numeric value of 128.643


ultimateAutopilot= "Error prone"
  • This results in the variable ultimateAutopilot to be a string variable "Error prone", and numeric value of 128.643 is removed.

Decimals

Numeric values in the programming language are 64-bit fixed-point decimals.
The variables hold decimal numbers up to three decimal accuracy.
As a result, the maximum value range (even during operations) is [-9223372036854775.808, 9223372036854775.807]

pieVariable= 3.142
  • The above script assigns a numeric value of 3.142 to the variable pieVariable.
    • Supplying more precise values than the variables can store works, but doesn't affect the end result.
notPieVariable= 0.5772156649
  • The above script attempts to assign a numeric value of 0.5772156649 to the variable notPieVariable.
  • The end result however is notPieVariable == 0.577
    • Here, the more precise values are cut, leaving only three decimals behind.

Strings

To specify a string literal in the programming language, the desired string value must be surrounded with double quotation marks. Strings can hold up to 127 characters.

badRobots= "saltberia" 
  • This script assigns the string value of "saltberia" to the variable badRobots.

Device fields / External variables

External variables and device fields can be used in the programming language with the following syntax:

  • :variableName
    • variableName being the configured device field id.

A colon prefix : is used to tell the script that an external variable is being accessed, instead of using one that may or may not be declared or used in the script.
A programmable chip that is connected to a device has access to all the devices in the same network.
It can then modify and listen to any device fields it has access to.

if :ButtonState == 1 then :DoorState = 1 end
  • The script above will send the value of 1 to any devices listening to the device field DoorState if the value of ButtonState is 1 in the data network.

Naming Limitations

Currently variables containing keywords such as if or end can be parsed incorrectly, and must be avoided.

Memory Chips and Relays

Memory Chips provide 10 device fields that aren't tied to the function of devices and can be used to share variables and their values between multiple YOLOL Chips.
In a Memory Relay they can also be used to copy data from one device field to another, which allows

  • separation of networks e.g. for keeping the data networks less noisy and smaller
  • a combination of shortened variable names in yolol and long variable names in displays e.g. for cockpit interfaces

Operators and commands

Note that the available operators may be limited by the type of the programmable chip.
Basic chips have a limited selection of functions while more advanced ones can perform more complex operations natively.

Basic arithmetic and assignment operators

Operation Numeric operation String operation Chip availability
A + B Addition String A is appended by String B. All
A - B Subtraction The last appearance of String B in String A is removed from String A. All
A * B Multiplication Runtime error. The rest of the line is skipped. All
A / B Division Runtime error. The rest of the line is skipped. All
A ++ PostIncrement (A=A+1) Appends a space to String A. Evaluates to the original value. All
A -- PostDecrement (A=A-1) Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the original value. All
++ A PreIncrement (A=A+1) Appends a space to String A. Evaluates to the modified value. All
-- A PreDecrement (A=A-1) Removes the last character of the string. Results in runtime error when trying to remove "". Evaluates to the modified value. All
A = B Assignment (Variable A is set to the value of variable B) Assignment All
A += B Addition-assignment (A=A+B) A is assigned the value of string-operation A+B All
A -= B Subtraction-assignment (A=A-B) A is assigned the value of string-operation A-B All
A *= B Multiplication-assignment (A=A*B) Runtime error. The rest of the line is skipped. All
A /= B Division-assignment (A=A/B) Runtime error. The rest of the line is skipped. All
A ^= B Exponentiation-assignment (A=A^B) Runtime error. The rest of the line is skipped. Advanced, Professional
A %= B Modulo-assignment (A=A%B) Runtime error. The rest of the line is skipped. Advanced, Professional
A ^ B Exponentiation Runtime error. The rest of the line is skipped. Advanced, Professional
A % B Modulo Runtime error. The rest of the line is skipped. Advanced, Professional
ABS A Modulus (absol value) (A=A if A>=0, else A=-A) Runtime error. The rest of the line is skipped. Advanced, Professional
A! Factorial Runtime error. The rest of the line is skipped. Advanced, Professional
SQRT A Square root of A Runtime error. The rest of the line is skipped. Advanced, Professional
SIN A Sine of A (degrees) Runtime error. The rest of the line is skipped. Professional
COS A Cosine of A (degrees) Runtime error. The rest of the line is skipped. Professional
TAN A Tangent of A (degrees) Runtime error. The rest of the line is skipped. Professional
ASIN A Inverse sine of A (degrees) Runtime error. The rest of the line is skipped. Professional
ACOS A Inverse cosine of A (degrees) Runtime error. The rest of the line is skipped. Professional
ATAN A Inverse tangent of A (degrees) Runtime error. The rest of the line is skipped. Professional

Logical operators

Logical operators are checks that identify if the statement is true or false.
All logical operations return either "0 for False" or "1 for True". The NOT, AND, and OR keywords consider 0 to be falsy and anything not 0 to be truthy.

Operation Numeric operation String operation Chip availability
A < B Less than returns 1 if String A is first in alphabetical order, returns 0 if not. All
A > B Greater than returns 0 if String A is first in alphabetical order, returns 1 if not. All
A <= B Less than or equal to returns 1 if String A is first in alphabetical order or identical to String B, returns 0 if not. All
A >= B Greater than or equal to returns 0 if String A is first in alphabetical order or identical to String B, returns 1 if not. All
A != B Not equal to returns 1 if String A is not equal to String B, 0 if it is. All
A == B Equal to returns 1 if String A is equal to String B, 0 if not. All
NOT A Not Returns 1 if A is 0, otherwise returns 0. All
A AND B And Returns 1 if neither A nor B are 0, otherwise returns 0. All
A OR B Or Returns 1 if either A or B is not 0, otherwise returns 0. All

Mixing variable types in operations

Mixing variable types in an operation handles the operation using all parameters as strings.

previouslyNumber= "10" + 15
  • The above script results in previouslyNumber containing the string value "1015".
    • Note that the involved parameters themselves don't change types, their values are just cast as strings for the purpose of the operation:
purelyNumber = 15
purelyString = "10" + purelyNumber
  • When this script has executed, purelyString contains the string value of "1015", while purelyNumber still contains the numeric value of 15.

Goto

Goto syntax is used when the normal script reading order from 1->20 is not desired, or needs to be altered.

Goto is used with the following syntax:

  • goto lineNumber
    • lineNumber is the line which this command will take the script execution.
    • Any remaining script that is on the same line after the goto-command will not be executed.
      • using if statements before goto ignores goto syntax, assuming the if-statement is false
    • Multiple goto commands can be added on the same line using conditionals, as False goto commands are skipped.
    • Numeric values outside the [1,20] range are clamped to this range.
    • Non-integer values are floored.
    • String values will result in a Runtime Error.
if variable == 5 then goto 4 end goto 6

The script above will go to line number 4, if variable has a value of 5.
Otherwise it will go to line number 6. Numerical operations can also be done "inside" the goto, e.g.

 goto 4+1

If-else conditional

If-else statements are used to branch out the script into different paths.
They use the following syntax:

  • if condition then statement else statement end
    • Condition is a statement that results in a numeric value (where 0 is parsed as False, anything else as True), and statements are pieces of script that are run.
    • All If-else conditional stations must have end syntax written after statement is complete.
    • The statement has to be on one line. The if, then, else and end cannot be on different lines.

If can be used to branch script execution into two possible outcomes temporarily based on variable value(s).
Example:

if variable != 2 then endResult = 3 else endResult = 4 end
  • This script sets the value of endResult to 3 if variable does not have the value of 2.
  • If variable's value is 2, endResult is set to the value of 4.

Note that the else statement -part can be left out if not needed.

Example:

if variable != 2 then endResult = 3 end
  • This script only sets the value of 3 to endResult if variable does not have a value of 2, and doesn't do anything else.

Nesting if statements

It is possible to place if-conditionals inside the true/false statement blocks to achieve further branching of execution.
Example:

if variable == 0 then endResult = 1 else if variable == 1 then endResult = 2 end end 
  • This script sets endResult to 1 if variable equals 0.
  • If variable doesn't equal 0, but it equals 1, endResult is set to 2.

Example:

if variable == 0 then if endResult == 1 then endResult = 2 end else endResult = 1 end
  • This script sets endResult to 2 if variable has a value of 0 and endResult equals to 1.
  • If variable has a value of something other than 0, this script sets endResult to 1
  • Otherwise endResult does not change, e.g. when variable is 0, but endResult does not equal 1


Combining conditions

It is possible to calculate conditions inside to further manipulate the branching of execution.
Example:

if variable == 0 AND endResult != 2 then endResult = 2 else endResult = 1 end 
  • This script sets endResult to 2 if variable equals 0, but only if endResult is not already 2.
  • In any other case it sets endResult to 1.

Comments

Comments are useful when writing code that is used by a lot of programmers.
Note that comments also use up space from the pre-determined 70 character line limit and are not excluded from it.

Commenting is used with the following syntax:

  • // text
    • Text can be any single-line set of characters.
// This is a comment. It will explain how other lines of script work.
  • An example of a possible comment syntax

Order of Operations

Operations are conducted in the following order, when operators have the same precedence, left to right.
To change order of operations, use ( ): e.g. 3*2+1=6+1=7 is the same as (3*2)+1=6+1=7 but is different from 3*(2+1)=3*3=9.
Where a line has multiple statements, they are executed left to right.

Operators Comments
++ --
!
operators sqrt, abs, sin etc.
- negate
^
*/%
< > == != <= >= Surprise!
+-
not (logical negation)
or
and

Errors

There are two types of errors that can happen with the programming language.

  1. Syntax errors
  2. Runtime errors
  • Syntax errors come from invalid and unparseable script and will result in the whole line not being executed.
  • Runtime errors are only catchable while the script is being executed. They result in the execution of the line being interrupted, but any effects until the error will remain.

Known Bugs/Unintended Behavior

This is a list of known problems regarding yolol:

  • variablenames including keywords like "if" in them will parse with the keyword in mind, resulting in a syntax error. Example: :life would be parsed as :l if e

YOLOL Tips & Tricks

Related Pages

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