factorio-types 0.0.25 → 0.0.28

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package/dist/defines.d.ts CHANGED
@@ -2,8 +2,8 @@
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  // Factorio API reference https://lua-api.factorio.com/latest/index.html
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  // Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
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  // Definition source https://github.com/sguest/factorio-types
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- // Factorio version 1.1.61
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- // API version 2
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+ // Factorio version 1.1.69
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+ // API version 3
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  declare namespace defines {
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  enum alert_type {
@@ -70,6 +70,7 @@ declare namespace defines {
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  electric_pole,
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  inserter,
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  lamp,
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+ linked_container,
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  offshore_pump,
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  programmable_speaker,
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  pump,
@@ -615,6 +616,7 @@ declare namespace defines {
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  on_pre_chunk_deleted,
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  on_pre_entity_settings_pasted,
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  on_pre_ghost_deconstructed,
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+ on_pre_ghost_upgraded,
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  on_pre_permission_group_deleted,
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  on_pre_permission_string_imported,
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  on_pre_player_crafted_item,
@@ -706,6 +708,7 @@ declare namespace defines {
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  player_management,
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  production,
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  research,
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+ script_inventory,
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  server_management,
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  tile,
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  trains,
@@ -913,6 +916,10 @@ declare namespace defines {
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  wire_dragging,
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  write_to_console,
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  }
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+ enum input_method {
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+ game_controller,
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+ keyboard_and_mouse,
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+ }
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  enum inventory {
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  artillery_turret_ammo,
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  artillery_wagon_ammo,
@@ -950,6 +957,9 @@ declare namespace defines {
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  robot_cargo,
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  robot_repair,
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  rocket,
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+ rocket_silo_input,
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+ rocket_silo_modules,
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+ rocket_silo_output,
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  rocket_silo_result,
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  rocket_silo_rocket,
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  spider_ammo,
@@ -1052,6 +1062,7 @@ declare namespace defines {
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  resource_entity_gui,
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  roboport_gui,
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  rocket_silo_gui,
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+ script_inventory_gui,
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  server_config_gui,
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  spider_vehicle_gui,
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  splitter_gui,
@@ -1088,6 +1099,23 @@ declare namespace defines {
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  straight,
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  }
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  }
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+ enum rocket_silo_status {
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+ arms_advance,
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+ arms_retract,
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+ building_rocket,
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+ create_rocket,
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+ doors_closing,
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+ doors_opened,
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+ doors_opening,
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+ engine_starting,
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+ launch_started,
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+ launch_starting,
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+ lights_blinking_close,
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+ lights_blinking_open,
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+ rocket_flying,
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+ rocket_ready,
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+ rocket_rising,
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+ }
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  enum shooting {
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  not_shooting,
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  shooting_enemies,
package/dist/events.d.ts CHANGED
@@ -2,8 +2,8 @@
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  // Factorio API reference https://lua-api.factorio.com/latest/index.html
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  // Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
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  // Definition source https://github.com/sguest/factorio-types
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- // Factorio version 1.1.61
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- // API version 2
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+ // Factorio version 1.1.69
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+ // API version 3
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  /**
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  * Base type for all events
@@ -139,8 +139,10 @@ interface on_cancelled_deconstruction extends event {
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  * Called when the upgrade of an entity is canceled. Can be filtered using {@link LuaUpgradeCancelledEventFilter | LuaUpgradeCancelledEventFilter}.
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  */
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  interface on_cancelled_upgrade extends event {
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+ direction?: defines.direction
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  entity: LuaEntity
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  player_index?: number
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+ target: LuaEntityPrototype
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  }
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  /**
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  * Called when a character corpse expires due to timeout or all of the items being removed from it.
@@ -621,6 +623,10 @@ interface on_gui_closed extends event {
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  * The GUI type that was open.
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  */
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  gui_type: defines.gui_type
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+ /**
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+ * The script inventory that was open
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+ */
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+ inventory?: LuaInventory
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  /**
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  * The item that was open
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  */
@@ -713,6 +719,10 @@ interface on_gui_opened extends event {
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  * The GUI type that was opened.
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  */
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  gui_type: defines.gui_type
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+ /**
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+ * The script inventory that was opened
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+ */
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+ inventory?: LuaInventory
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  /**
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  * The item that was opened
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  */
@@ -1312,7 +1322,7 @@ interface on_player_gun_inventory_changed extends event {
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  player_index: number
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  }
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  /**
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- * Called after a player joins the game.
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+ * Called after a player joins the game. This is not called when loading a save file in singleplayer, as the player doesn't actually leave the game, and the save is just on pause until they rejoin.
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  */
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  interface on_player_joined_game extends event {
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  player_index: number
@@ -1335,7 +1345,7 @@ interface on_player_kicked extends event {
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  reason?: string
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  }
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  /**
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- * Called after a player leaves the game.
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+ * Called after a player leaves the game. This is not called when closing a save file in singleplayer, as the player doesn't actually leave the game, and the save is just on pause until they rejoin.
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  */
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  interface on_player_left_game extends event {
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  player_index: number
@@ -1785,6 +1795,17 @@ interface on_pre_ghost_deconstructed extends event {
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  */
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  player_index?: number
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  }
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+ /**
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+ * Called before a ghost entity is upgraded. Can be filtered using {@link LuaPreGhostUpgradedEventFilter | LuaPreGhostUpgradedEventFilter}.
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+ */
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+ interface on_pre_ghost_upgraded extends event {
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+ ghost: LuaEntity
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+ /**
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+ * The player that did the upgrade if any.
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+ */
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+ player_index?: number
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+ target: LuaEntityPrototype
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+ }
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  /**
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  * Called directly before a permission group is deleted.
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  */
package/dist/global.d.ts CHANGED
@@ -1,9 +1,9 @@
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- // Factorio global object definitions
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+ // Factorio global definitions
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  // Factorio API reference https://lua-api.factorio.com/latest/index.html
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  // Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
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  // Definition source https://github.com/sguest/factorio-types
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- // Factorio version 1.1.61
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- // API version 2
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+ // Factorio version 1.1.69
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+ // API version 3
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  /**
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  * Allows registering custom commands for the in-game console accessible via the grave key.
@@ -33,3 +33,33 @@ declare const script: LuaBootstrap
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  * Allows reading the current mod settings.
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  */
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  declare const settings: LuaSettings
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+ /**
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+ * `localised_print()` allows printing {@link LocalisedString | LocalisedString} to stdout without polluting the Factorio {@link log file | https://wiki.factorio.com/Log_file}. This is primarily useful when communicating with external tools that launch Factorio as a child process.
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+ */
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+ declare function localised_print(this: void,
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+ string: LocalisedString): void
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+
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+ /**
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+ * `log()` can print {@link LocalisedStrings | LocalisedString} to the Factorio {@link log file | https://wiki.factorio.com/Log_file}. This, in combination with the serpent library, makes debugging in the data stage easier because it allows the inspection of entire prototype tables. For example, printing all properties of the sulfur item prototype can be done like so: `log(serpent.block(data.raw["item"]["sulfur"]))`
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+ */
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+ declare function log(this: void,
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+ string: LocalisedString): void
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+
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+ /**
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+ * Factorio provides the `table_size()` function as a simple way to determine the size of tables with non-continuous keys, as the standard `#` operator does not work correctly for these. The function is a C++ implementation of the following Lua code, which is faster than doing the same in Lua:
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+ *
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+ * ```
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+ * local function size(t)
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+ * local count = 0
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+ * for k,v in pairs(t) do
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+ * count = count + 1
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+ * end
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+ * return count
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+ * end
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+ * ```
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+ *
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+ * Note that `table_size()` does not work correctly for {@link LuaCustomTable | LuaCustomTable}, their size has to be determined with {@link LuaCustomTable::length | LuaCustomTable::length} instead.
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+ */
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+ declare function table_size(this: void,
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+ table: Table): void
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+
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "factorio-types",
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- "version": "0.0.25",
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+ "version": "0.0.28",
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  "description": "Typescript declarations for the factorio mod API",
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  "main": "index.d.ts",
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  "repository": "https://github.com/sguest/factorio-types.git",
@@ -17,7 +17,7 @@
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  "cpy-cli": "^3.1.1",
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  "node-html-parser": "^1.1.16",
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  "ts-node": "^10.0.0",
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- "typescript": "^3.5.3"
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+ "typescript": "4.7.4"
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  },
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  "files": [
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  "index.d.ts",