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@mindcraft-lang/core

v0.1.7

Published

Core implementation of the Mindcraft tile-based visual programming language

Readme

@mindcraft-lang/core

The core implementation of the Mindcraft programming language -- a tile-based visual language designed for creating behaviors in interactive worlds.

The Mindcraft Language

Mindcraft is a visual programming language where programs are built by arranging tiles -- typed, composable tokens -- into rules. Each rule has a WHEN side (conditions) and a DO side (actions), making behavior logic readable at a glance.

A Mindcraft program is called a brain. A brain contains pages of rules, and actors in a simulation each run their own brain instance. This makes it natural to express autonomous agent behaviors: "WHEN I see food, DO move toward it."

What makes it interesting

  • Tile-based grammar -- Programs are sequences of typed tiles rather than text. Tiles include literals, variables, operators, sensors (read the world), actuators (act on the world), and control flow. The tile system defines its own grammar using composable call specs (bags, choices, sequences, optionals, conditionals) that control which tiles can appear where.

  • Full compilation pipeline -- Tile sequences are parsed by a Pratt parser into an AST, type-checked with bidirectional type inference, compiled to bytecode, and executed on a stack-based VM with fiber-based concurrency.

  • Extensible type system -- Host applications register custom types, sensors, and actuators. The language's type system, operator overloads, and implicit conversions all extend to cover app-specific types.

  • Multi-target runtime -- The same TypeScript source compiles to Roblox (Luau), Node.js, and browser (ESM) targets. A single codebase runs identically across all three environments.

Core Package Layout

src/
  primitives/     Low-level utilities (FourCC) with zero dependencies
  platform/       Cross-platform abstractions (List, Dict, Stream, Error, StringUtils, etc.)
  util/           Higher-level utilities (EventEmitter, OpResult, BitSet, MTree)
  systems/        Service-level abstractions (Signal, Clock, Translator)
  brain/          The language implementation
    interfaces/   Type definitions and contracts (brain structures, tiles, type system, catalog)
    model/        Data model (Brain, Page, Rule, TileSet)
    compiler/     Pratt parser, AST types, type inference, bytecode compiler
    tiles/        Tile implementations (operators, sensors, actuators, control flow, variables, literals)
    runtime/      Stack-based VM, fiber scheduler, function registry, operator dispatch
    language-service/  Editor services (tile suggestions)

Layers follow a strict bottom-up dependency hierarchy: primitives -> platform -> util -> systems -> brain. This is enforced because the Luau target does not tolerate circular imports.

Getting Started

Prerequisites

  • Node.js (latest LTS)
  • npm

Install

From the monorepo root:

npm install

Build

From packages/core/:

npm run build          # All targets (Roblox, Node.js, ESM)
npm run build:node     # Node.js/CommonJS only
npm run build:esm      # ES Modules only
npm run build:rbx      # Roblox/Luau only
npm run watch:rbx      # Watch mode for Roblox development
npm run clean          # Remove build artifacts

Each target build has three steps: TypeScript compilation, platform file resolution (copies .node.ts or .rbx.ts implementations over the ambient .ts declarations), and post-processing.

Test

npm test

Tests use node:test and node:assert/strict, run via tsx. A pretest step builds the Node target first because spec files use package imports (@mindcraft-lang/core/brain/compiler, etc.) that resolve against dist/node/.

Development Guide

Platform Abstraction Pattern

Shared code must avoid Node-only or browser-only APIs. Several modules in platform/ use a three-file pattern:

  • module.ts -- declare types only (ambient)
  • module.node.ts -- JavaScript implementation
  • module.rbx.ts -- Luau implementation

Build scripts copy the right platform file over the generic one per target.

Conventions

  • Use List and Dict from platform/ instead of native Array and Map
  • Use unknown instead of any (required for Roblox compatibility)
  • Use Error from platform/error instead of the global Error class
  • Use TypeUtils.isString() etc. instead of typeof x === "string"
  • Avoid Luau reserved words as identifiers (and, end, not, repeat, then, nil, etc.)
  • No globalThis in shared code (allowed in .node.ts files only)

Import Rules

| Layer | Can import from | |-------|----------------| | primitives/ | Nothing | | platform/ | primitives | | util/ | platform, primitives | | systems/ | util, platform, primitives | | brain/ | All lower layers |

Breaking these rules creates circular dependencies that fail the Roblox build.

Adding a Platform Abstraction

  1. Create platform/module.ts with declare types
  2. Create platform/module.node.ts with the JavaScript implementation
  3. Create platform/module.rbx.ts with the Luau implementation
  4. Add to platform mappings in all three post-build scripts
  5. Export from platform/index.ts

Adding Tests

Tests are colocated as *.spec.ts files next to the code they test.

  1. Create <module>.spec.ts beside the source file
  2. Import from package exports (@mindcraft-lang/core/brain/compiler), not relative paths
  3. Use describe/it from node:test and assert from node:assert/strict
  4. npm test picks up new files automatically via the glob src/**/*.spec.ts

Package Exports

import { List } from "@mindcraft-lang/core/platform";
import { fourCC } from "@mindcraft-lang/core/primitives";
import * as brainModel from "@mindcraft-lang/core/brain/model";
import * as brainTiles from "@mindcraft-lang/core/brain/tiles";
import * as brainCompiler from "@mindcraft-lang/core/brain/compiler";
import * as brainRuntime from "@mindcraft-lang/core/brain/runtime";

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