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The compiler for the CraftLang programming language

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The Craftlang programming language

Craftlang is a programming language designed to easily create Minecraft data packs.

Compared to other Minecraft data pack programming languages, Craftlang focuses on compiling code that works at runtime. This means that Craftlang is much more than just a preprocessor unrolling some loops. This programming language supports writing any procedural code not involving pointers; recursion is also supported.

How to use

To create Minecraft data packs using Craftlang, you need the Craftlang compiler, craftlangc, which you can obtain here. You also need Java 8 or greater. The compiler is a runnable Java archive, which means it is executable using java -jar craftlangc.jar.

To create a data pack, create one or more Craftlang source files. .craftlang is the recommended extension for such files, however no particular extension is enforced by the compiler.

Each source file has to contain one or more function definitions. Once you run the compiler, all those functions will be properly compiled into .mcfunction files, and all those .mcfunction files will be placed in the correct folder structure in order to produce a working data pack.

A basic example

In the following example you can see how Craftlang can be used to perform some basic operations. A more detailed explanation of all the language features and some of the inner workings of the compilation process is provided later.

namespace some.namespace

# Sums a to b and returns the result
fun sum(a: int, b: int): int
	sum = a + b

# Calculates the factorial
fun factorial(x: int): int
	if x >= 0
		if x == 0
			factorial = 1
		else
			factorial = factorial(x - 1) * x

# Run this once the data pack has loaded
tag load
fun onload()
	/schedule function some:namespace/scheduled 2s

fun scheduled()
	var i = 0
	while i <= 10
		factorial(i)
		/execute as @e[tag=cr_frame] if score @s cr_id = #cr cr_fp run tellraw @a ["factorial(",{"score":{"name":"@s","objective":"cr_0"}},") = ",{"score":{"name":"#cr","objective":"cr_0"}}]
		i += 1

Compiling the code with java -jar craftlangc.jar <source> -o <destination> will generate a folder at destination, which is a data pack which you can grab and plug into your world for testing. If you wish, a zip file can be generated instead of a plain folder by using java -jar craftlangc.jar <source> -oz <destination>.

Identifiers, names and fully qualified names

Minecraft allows to organize the functions of a data pack by some rather arcane rules. It is for example possible to create a math data pack with functions callable with /function math:sqrt, /function math:trig/sin, /function math:trig/cos, ...

Minecraft likes to differentiate between the namespace of a function (in the previous example, math) and the path of a function (sqrt, trig/sin, trig/cos respectively). The name of the function (sqrt, sin, cos) is embedded in its path. To fully qualify a function, both the namespace and the path are needed: math:trig/sin.

Craftlang has its own mechanism to fully qualify names, which is both simpler and more similar to how it is done in other programming languages. In particular, a fully qualified name (FQN) is in the form <namespace>.<name>. For instance, the sin function would be fully qualified as math.trig.sin. Notice how for Craftlang the namespace is anything preceding the name.

Namespaces and functions

Each Craftlang source file can optionally declare its namespace (if not, it defaults to minecraft). All functions defined in the same source file are bound to that namespace. The FQN of a function is given by <namespace>.<name>, where name is the name of the function.

# Here the namespace is declared
namespace this.is.a.namespace

# FQN: this.is.a.namespace.sum
fun sum(a: int, b: int): int
	sum = a + b

# FQN: this.is.a.namespace.some_function
fun some_function()
	# First way to call sum
	sum(1, 2)

	# Second way to call sum
	this.is.a.namespace.sum(1, 2)

Functions defined within the same namespace can be called using simply their name. However, to call functions defined elsewhere their FQN is needed.

A function with FQN this.is.a.namespace.some_function will be callable within Minecraft using /function this:is/a/namespace/some_function.

Global variables

Example:

namespace this.is.your.namespace

# FQN: this.is.your.namespace.a
var a: int

fun hello()
	a = 12
	this.is.your.namespace.a *= 2

The semantics of using global variables is the same as that of functions. However, the identifier of the objective generated for a given global variable has no relationship with the name of the variable!

Minecraft has no way of namespacing scoreboard objectives names; also, names are limited to 16 characters at most. This is the rationale behind the decision of not using the variable name as the objective name.

Defining and using functions

Functions are defined by the word fun, followed by a name, a list of 0 or more parameters and the body of the function. If the function returns a value, its type has to be specified:

# A function taking two integers as arguments and returning an integer as result
fun sum(a: int, b: int): int
	# The variable sum is implicitly declared to store the result of the function
	sum = a + b

# A function that takes no arguments and returns no value
fun say_hello()
	/tellraw @a "Hello!"

# A function that takes no arguments and explicitly returns no value (return type = void)
fun say_bye(): void
	/tellraw @a "Bye!"

If a function is defined to return a value, a variable with the same name as the function will be implicitly declared. This variable has to be used to store the value the function returns after execution.

Tagging

Functions can optionally be tagged. This way, functions can be called in bulk using /function #<tag>.

To tag a function, insert one or more tag <FQN> lines before the function definition. If the FQN is just in the form <name> (with no namespace), minecraft will be assumed to be the namespace.

# Single tag function
tag world.weather.nicify
fun set_day()
	/time set 6000

# Multi tag function
tag world.weather.nicify
tag world.weather.clear
fun clear_weather()
	/weather clear

# Function tagged minecraft.load (default namespace is applied)
tag load
fun set_day_and_clear_weather()
	/function #world:weather/nicify

Calling convention

Sometimes, you'll want to call functions from raw Minecraft code, without relying on Craftlang. In that case, you'll have to follow the Craftlang calling convention:

  • For each argument of the function, from left to right, set the objective cr_<n> of the player #cr to the appropriate value. n is the argument number starting at 0.

  • If the function returns a value, it will be stored in the objective cr_0 of the player #cr.

For example, the equivalent of calling math.trig.atan2(2, 1) would be:

scoreboard players set #cr cr_0 2
scoreboard players set #cr cr_1 1
function math:trig/atan2
# The return value is now stored in the score cr_0 of the player #cr 

Variables

Craftlang supports both global and local variables. A variable is global if it is declared outside of all function definitions.

Each variable has its own scope and can't be accessed outside of it. Global variables are accessible anywhere; local variables are only accessible within the same block of code they're defined in.

namespace some.namespace

# Declare a global integer variable called a. Global variables can only be declared. You can assign values to them in
# functions
var a: int

fun some_function(arg_1: int, arg_2: int)
	# arg_1 and arg_2 are two integer variables accessible by the whole function

	# Set the global variable a to 14
	a = 14

	# Declare and assign (that is, define) a new variable, b. Its type is automatically determined by the type of the
	# assigned value (in this case, it would be an integer).
	var b = a + 1

	if b > a
		# Declare a new boolean variable c. The type is mandatory since assignment is deferred until later. As in the C
		# programming language, the value of a variable is undefined until assignment
		var c: bool
		
		# Assign to c the value of false
		c = false

	# After the if statement, the c variable declared previously goes out of scope and thus isn't accessible any more
	
	# When defining a new variable, the type can be stated explicitly. If the assigned value doesn't match the expected
	# type, an error is raised
	var d: int = a * 3

For now, Craftlang supports only integer (int) and boolean (bool) types. Support for fixed point numbers and records is planned for the future.

Like the C programming language, Craftlang supports the following shorthand operators: *=, /=, %=, +=, -=, &=, ^=, |=. In contrast to C, assignments cannot be used as expressions. This means that var b *= 2 + (a = 3) is not a valid statement!

Expressions

Craftlang supports the set of expressions defined below. Binary expressions with the same precedence level are always left-associative. The semantic of each expression is equivalent to that of the C programming language.

Precedence Expression Syntax Requires Produces
7 Unary +<operand> int int
7 Unary -<operand> int int
7 Unary !<operand> bool bool
6 Multiplicative <left> * <right> int, int int
6 Multiplicative <left> / <right> int, int int
6 Multiplicative <left> % <right> int, int int
5 Additive <left> + <right> int, int int
5 Additive <left> - <right> int, int int
4 And <left> & <right> bool, bool bool
3 Xor <left> ^ <right> bool, bool bool
2 Or <left> | <right> bool, bool bool
1 Comparison <left> == <right> int, int bool
1 Comparison <left> == <right> bool, bool bool
1 Comparison <left> != <right> int, int bool
1 Comparison <left> != <right> bool, bool bool
1 Comparison <left> <= <right> int, int bool
1 Comparison <left> < <right> int, int bool
1 Comparison <left> >= <right> int, int bool
1 Comparison <left> > <right> int, int bool

Function calls, like sum(3, 4) and math.trig.sin(45) have a precedence value of 8 and are computed before unary expressions are evaluated. Parentheses can be used to force a specific order of operations; in particular, parenthesized expressions have a precedence value of 9 and are evaluated even before function calls.

As an example, the expression 2 + 3 * 4 * 5 <= sum(1, 2) / 3 - 1 != (factorial(4) - 2 > 3) would be equivalent to ((2 + ((3 * 4) * 5)) <= ((sum(1, 2) / 3) - 1)) != ((factorial(4) - 2) > 3).

Control flow

Similarly most programming languages, Craftlang supports if, if-else, while and do-while statements; however, the language does not provide C-like for loops.

Like all statements, the use of control flow statements is only permitted within a function definition. Such statements can only operate on boolean expressions. This is an important distinction to languages like C or JavaScript, which can derive the "truthyness" of any expression, even if it is not a boolean expression:

fun is_zero(x: int)
	# The following if statement is not valid, as it is not testing a boolean expression
	if x
		/tellraw @a "x is not 0"
	else
		/tellraw @a "x is 0"

	# This is OK
	if x != 0
		/tellraw @a "x is not 0"
	else
		/tellraw @a "x is 0"

Control flow statements can be nested:

var meh = 1
var x = 1
while x <= 10
	var y = 0
	while y <= 10
		if x >= y
			meh *= x
		y += 1
	x += 1

If statements

If statements allow for conditional branching. An if statement tests for its condition, and if it is true it executes a block of code. Optionally, it can also execute another block of code if the condition evaluates to false.

# Simple if statement
if x != 0
	/tellraw @a "x is not equal to 1"

# If-else statement
if x > 0
	/tellraw @a "x is greater than 0"
else
	/tellraw @a "x is not greater than 0"

# If-else-if statement
if x > 0
	/tellraw @a "x is greater than 0"
else if x < 0
	/tellraw @a "x less than 0"
else
	/tellraw @a "x is 0"

While statements

While statements allow for a block of code to be repeatedly executed as long as a given condition holds true. First the condition is checked, and then (if the condition is true) the block of code is executed.

var i = 0
while i < 10
	/tellraw @a "This will be printed 10 times"
	i += 1

Do-while statements

Do-while are similar to while statements, in that they allow for a block of code to be repeatedly executed as long as a condition holds true. In contrast to while statements, the condition is checked after the block of code has executed; this means that the block of code of a do-while statement will always execute at least once.

var i = 10
do
	/tellraw @a "This will be printed once even though it is not true that i < 10"
	i += 1
while i < 10

Raw Minecraft code

Craftlang allows the insertion of raw Minecraft code in the generated .mcfunction files. The syntax for doing so is:

/<code>

The content of code is simply inserted in the respective .mcfunction file. No checking is done to ensure that the inserted code is a valid Minecraft command. This allows for some neat debugging tricks, as for example /# Some comment will write an actual comment to the function file.

Using raw Minecraft code is of central importance. Most of the examples above used raw Minecraft code in some way.

Interaction between raw Minecraft code and Craftlang's generated code is not too smooth. Many times, you'll have to look at the generated code and then deduce how to interact with it. If you have some suggestions on how to improve the exchange of data between raw Minecraft code and generated code, please let me know. For now, you can rely on the following certainties which are a consequence of the Craftlang calling convention:

  • At the beginning of a function, the arguments of the function will be stored in the player #cr using the objectives cr_0, cr_1, ... There are no guarantees as to what happens to the values of those scores as the function executes, however using raw Minecraft code immediately as the first statements should avoid the problem altogether:

    function print(x: int)
    	/tellraw @a [{"score":{"name":"#cr","objective":"cr_0"}}]
    
    function increment(x: int): int
    	/scoreboard players add #cr cr_0 1
    
  • Immediately after a call to a non void function returns, the objective cr_0 of the player #cr will be set to the result provided by the called function. Again, there is no guarantee as to what happens to that score later on; once more, this problem is solved by using the score immediately:

    function random(): int
    	# So random!
    	random = 42
    
    function print_random()
    	# No assignment to a store is needed, the score is set whether it is used or not
    	random()
    	/tellraw @a ["The randomly generated value is: ",{"score":{"name":"#cr","objective":"cr_0"}}]