Hello Fraccas
I understand this (compiling mixed-source targets) is the most urgent problem to solve for many users. Alas, I have other activities of counseling and development and I'm currently poised with a customer with so much needs that it leaves me with very little free time, and this situation will last until january. It's twice more unfortunate, because I *know* how to implement what's needed to build mixed-sources projects (now that the Swift compiler works), but I just don't have enough time to achieve it. I have just enough free time to handle the other simpler requests.
If you can't wait til january, and buying a used Mac (but recent enough to support the latest iOS SDK) is within your budget, I'm afraid it's the safest thing to do for you now.
The alternative for you is to not use the master build script and implement your own scripted logic for building your project, using the builder's tools. Everything is here, it's just a matter of doing things slightly differently. Basically you need to "swap" compiler-produced source layout files at the right time when you build mixed-source projects. The Objective-C part of the module needs to be exposed to the Swift compiler when building the Swift files, and the Swift part of the module needs to be exposed to the Objective-C compiler when building the Objective-C files. It's kind of a chicken-and-egg problem ; and to solve it 3 passes are necessary, 2 for producing the interface definition files, the actual build being done in the third. Have a look at Jordan Rose's reply here: https://forums.swift.org/t/how-apple-sdk-overlays-work/11317/2, and of course https://github.com/apple/swift/blob/main/docs/Driver.md - beware, if you're not quite experienced with all this, it might be hard for your to understand what it's all about - and what you need to do to make it work.