Constants
#mind_code_lines
Current number of mindustry processors code lines.
Operators
<-
Move line to end of last line.
Example
var x = 2
<- * 2
//x = 4
->
Line separator.
Example
var x = 2 ->var y = 1
//x = 2
//y = 1
<< and <<<
Read.
Example
var x = @shooting << duo1
var y = 0 <<< cell1
//x = is duo1 shooting
//y = 0 index from cell1
=>
Read.
Example
var y = (@type << wall1) => @copper_wall
//y = wall1 is copper_wall
#inv
Inverse number.
Example
var x = #inv 10
//x = -10
Keywords
if
Basic if.
Example
if(true){
//if
}else->if(){
//else if
}else{
//else
}
for
Basic Java/C#/C++ for.
Example
for(var i = 0; i < 2; i++){
//code
}
var
Basic variable definition.
Example
var x = 0
//x = 0
class
Class definition.
Example
class x(cell1) = { x: 0, y: 1 }
//x_x = 0 index from cell1
//x_y = 1 index from cell1
x.x = 10
//write 10 to 0 index in cell1
#macro
Macro definition.
Example
#macro setx: var x = 0
setx
//x = 0
#macro setx: var x = 2
setx
//x = 2
print_flush
Print flush.
Example
print("Hello!")
print_flush message1
//Now we have "Hello!" in message1
draw_flush
Draw flush.
Example
draw_clear(0, 0, 0)
draw_flush display1
//Now we have black display1
write
Write value to cell index.
Example
write 10 >> cell1 >> 0
//Now cell1 have 10 on 0 index
wait
Processor wait.
Example
wait 1
//Now processor waiting 1 second
flush_notify
Flush notify.
Example
flush_notify
flush_mission
Flush mission.
Example
flush_mission
flush_announce
Flush announce.
Example
flush_announce 1
//Flush announce to 1 second
flush_toast
Flush toast.
Example
flush_toast 1
//Flush toast to 1 second
unit_bind
Bind unit to processor.
Example
unit_bind @dagger
//Now all daggers binded to processor
unit_unbind
Unbind unit from processor.
Example
unit_unbind
unit_idle
Set binded unit to idle.
Example
unit_idle
unit_stop
Stop binded unit.
Example
unit_stop
unit_pay_drop
unit_pay_drop
Binded unit drop payload.
Example
unit_pay_drop
unit_pay_enter
Binded unit enter.
Example
unit_pay_enter
cutscene_stop
Stop cutscene.
Example
cutscene_stop
cutscene_zoom
Cutscene zoom.
Example
cutscene_zoom 10
stop
Stop processor.
Example
stop
end
End processor.
Example
end
goto
go to label.
Example
:test
goto test
Label
Definition of label.
Example
:test
Functions
World
get_flag(name)
get_block(x, y)
get_building(x, y)
get_ore(x, y)
get_floor(x, y)
spawn(team, unit, x, y, rot)
fetch_build(team, block, link)
fetch_core(team, link)
fetch_player(team, link)
fetch_unit(team, link)
fetch_build_count(team, block)
fetch_core_count(team)
fetch_player_count(team)
fetch_unit_count(team)
color(r, g, b, a)
distance_radar(from, order, type0, type1, type2)
health_radar(from, order, type0, type1, type2)
shield_radar(from, order, type0, type1, type2)
armor_radar(from, order, type0, type1, type2)
max_health_radar(from, order, type0, type1, type2)
unit_distance_radar(order, type0, type1, type2)
unit_health_radar(order, type0, type1, type2)
unit_shield_radar(order, type0, type1, type2)
unit_armor_radar(order, type0, type1, type2)
unit_max_health_radar(order, type0, type1, type2)
unit_get_block(x, y, type, floor)
unit_inside(x, y, radius)
unit_locate_ore(ore, out x, out y)
unit_locate_build(type, enemy, out x, out y, found)
unit_locate_spawn(out x, out y, found)
unit_locate_damaged(out x, out y, found)
not(bool)
Math
max(a, b)
min(a, b)
angle(x, y)
len(x, y)
noise(x, y)
abs(number)
log(number)
log10(number)
floor(number)
ceil(number)
sqrt(number)
rand(number)
sin(angle)
cos(angle)
tan(angle)
asin(angle)
acos(angle)
atan(angle)
Operations
print(values...)
set_color(unit, color)
set_config(unit, b)
set_enabled(unit, bool)
shoot_to(unit, x, y, bool)
shoot_unit(unit, to, bool)
draw_clear(r, g, b)
draw_rgba(r, g, b, a)
draw_color(color)
draw_stroke(value)
draw_line(x1, y1, x2, y2)
draw_rect(x, y, x_size, y_size)
draw_line_poly(x, y, sides, radius, rotation)
draw_poly(x, y, sides, radius, rotation)
draw_line_rect(x, y, x_size, y_size)
draw_triangle(x1, y1, x2, y2, x3, y3)
draw_image(x, y, texture, size, rotation)
unit_move(x, y, [range])
unit_boost(bool)
unit_shoot_to(x, y, b)
unit_shoot_unit(unit, b)
unit_item_drop(to, amount)
unit_item_take(from, item, amount)
unit_pay_take(block)
unit_mine(x, y)
unit_flag(flag)
unit_build(x, y, block, rot, config)
set_block(team, block, x, y, rot)
set_ore(block, x, y)
shock_unit(unit)
boss_unit(unit)
apply_status(status, unit)
remove_status(status, unit)
spawn_wave(x, y, nat)
set_map_area((x, y, w, h)
set_rule(rule, value)
set_team_rule(team, rule, x)
cutscene_pan(x, y, speed)
explosion(team, x, y, radius, damage, flying, ground, pierce)
set_flag(flag, b)