factorio-types 0.0.39 → 0.0.41
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -5
- package/dist/classes.d.ts +760 -529
- package/dist/concepts.d.ts +4 -1
- package/dist/core.d.ts +2 -3
- package/dist/defines.d.ts +49 -1
- package/dist/events.d.ts +199 -188
- package/dist/global.d.ts +11 -11
- package/dist/prototypes.d.ts +9991 -0
- package/dist/types.d.ts +9016 -0
- package/index.d.ts +3 -1
- package/package.json +3 -2
package/dist/concepts.d.ts
CHANGED
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@@ -2,9 +2,10 @@
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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.
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// Factorio version 1.1.90
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// API version 4
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declare namespace runtime {
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/**
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* Depending on the value of `filter`, the table may take additional fields. `filter` may be one of the following:
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* @remarks
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@@ -6258,3 +6259,5 @@ interface DefaultTilePrototypeFilter extends BaseTilePrototypeFilter {
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filter: 'minable' | 'autoplace' | 'blueprintable' | 'item-to-place'
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}
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+
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}
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package/dist/core.d.ts
CHANGED
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@@ -8,14 +8,13 @@ declare const table: {
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};
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declare const data: {
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-
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raw: any,
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raw: prototype.dataCollection,
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extend(values: any[]): void,
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};
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declare const global: { [key: string]: any };
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-
declare function log(str: LocalisedString): void;
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declare function log(str: runtime.LocalisedString): void;
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declare function table_size(tbl: object): number;
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package/dist/defines.d.ts
CHANGED
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@@ -2,7 +2,7 @@
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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.
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+
// Factorio version 1.1.90
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// API version 4
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declare namespace defines {
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@@ -1124,21 +1124,69 @@ declare namespace defines {
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straight,
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}
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}
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/**
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* The various parts of the launch sequence of the rocket silo.
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*/
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enum rocket_silo_status {
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/**
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* The next state is `rocket_ready` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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*/
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arms_advance,
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/**
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* The next state is `rocket_flying` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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*/
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arms_retract,
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/**
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* The rocket silo is crafting rocket parts. When there are enough rocket parts, the silo will switch into the `create_rocket` state.
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*/
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building_rocket,
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/**
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* The next state is `lights_blinking_open`. The rocket silo rocket entity gets created.
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*/
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create_rocket,
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/**
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* The next state is `building_rocket`.
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*/
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doors_closing,
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/**
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* The next state is `rocket_rising` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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*/
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doors_opened,
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/**
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* The next state is `doors_opened`. The rocket is getting prepared for launch.
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*/
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doors_opening,
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/**
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* The next state is `arms_retract` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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*/
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engine_starting,
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/**
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* The next state is `engine_starting` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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*/
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launch_started,
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/**
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* The next state is `launch_started`.
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*/
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launch_starting,
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/**
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* The next state is `doors_closing`.
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*/
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lights_blinking_close,
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/**
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* The next state is `doors_opening`. The rocket is getting prepared for launch.
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*/
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lights_blinking_open,
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/**
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* The next state is `lights_blinking_close`. The rocket is getting launched.
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*/
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rocket_flying,
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/**
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* The rocket launch can be started by the player. When the launch is started, the silo switches into the `launch_starting` state.
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*/
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rocket_ready,
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/**
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* The next state is `arms_advance` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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*/
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rocket_rising,
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}
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enum shooting {
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