typed-factorio 0.4.1 → 0.6.1
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- package/README.md +12 -12
- package/generated/builtin-types.d.ts +18 -18
- package/generated/classes.d.ts +5412 -5401
- package/generated/concepts.d.ts +1661 -1509
- package/generated/defines.d.ts +280 -276
- package/generated/events.d.ts +1208 -1169
- package/generated/global-objects.d.ts +14 -14
- package/package.json +5 -5
package/README.md
CHANGED
@@ -34,9 +34,11 @@ Note: When types are updated, or released for a new factorio version, you will n
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### Settings and data stage
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There are also
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There are also definitions for the settings/data stage.
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To avoid type conflicts, the global tables for the settings/data stages have to be declared manually where you need them.
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To avoid type conflicts, the global tables for the settings/data stages have to be declared manually where you need them. These types can be imported from `typed-factorio/data/types` or `typed-factorio/settings/types`.
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Example:
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```ts
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import { Data, Mods } from "typed-factorio/data/types"
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@@ -58,27 +60,25 @@ Currently, there are types for the following modules:
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- `util`
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- `mod-gui`
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If you have a need for types to more lualib modules, feel free to open an issue or pull request.
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If you have a need for types to more lualib modules, feel free to open an issue or pull request on GitHub.
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## Type features
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Typed-factorio has
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The only incomplete type is `BlueprintControlBehavior`, which isn't documented anywhere.
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Typed-factorio has 100% complete types for the runtime stage. Description-only concepts and some not documented types are filled in manually.
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### Lua features
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The types include [TypescriptToLua language extensions](https://typescripttolua.github.io/docs/advanced/language-extensions/)
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and [lua-types](https://github.com/TypeScriptToLua/lua-types) (for v5.2)
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and [lua-types](https://github.com/TypeScriptToLua/lua-types) (for v5.2) as dependencies.
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This is to use tstl features such as `LuaLengthMethod` and `LuaMultiReturn`.
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### `nil`
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The types consistently use `undefined` to represent `nil`.
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`null` is not used,
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`null` is not used, because `undefined` in typescript is much more similar to `nil` in lua, and optional parameters/properties already use `undefined`.
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A class attribute is marked as possibly undefined only if the _read_ type is possibly `nil`. For properties where `nil` is not possible on _read_, but is possible on
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A class attribute is marked as possibly undefined only if the _read_ type is possibly `nil`. For properties where `nil` is not possible on _read_, but is possible on _write_, you can write `nil` by using `undefined!` or `myNullableValue!`, e.g. `controlBehavior.parameters = undefined!`.
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### Variant parameter types
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@@ -90,7 +90,7 @@ The type for a specific variant is prefixed with the either variant name or "Oth
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`script.on_event()`, `script.get/set_filters()`, and `script.raise_event()` all have type checking on the event data/filter type, inferred from what is passed as the event name/id.
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You can pass a type parameter to `script.generate_event_name()
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You can pass a type parameter to `script.generate_event_name()`, and it will return an `EventId` that holds type info of the event data. Event functions on `script` can then use the type data when the `EventId` is passed.
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### Array-like types
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@@ -98,7 +98,7 @@ Classes that have an index operator, a length operator, and have an array-like s
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### Table or array types
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For table or array types (e.g. Position), there also are types such as `PositionTable` and `PositionArray`
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For table or array types (e.g. Position), there also are types such as `PositionTable` and `PositionArray` that refer to the table or array form specifically.
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### LuaGuiElement
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@@ -110,4 +110,4 @@ This is done both to provide more accurate types, and for possible integration w
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### Examples
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Check out the `
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Check out the `test` directory on GitHub for more examples on particular type features.
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@@ -5,62 +5,62 @@
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* numbers, when a function takes a float, the game engine will immediately convert the double-precision number to
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* single-precision.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#float View documentation}
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*/
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type float = number
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type float = number
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/**
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* A double-precision floating-point number. This is the same data type as all Lua numbers use.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#double View documentation}
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*/
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type double = number
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type double = number
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/**
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* 32-bit signed integer. Possible values are -2,147,483,648 to 2,147,483,647.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#int View documentation}
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*/
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type int = number
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type int = number
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/**
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* 8-bit signed integer. Possible values are -128 to 127.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#int8 View documentation}
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*/
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type int8 = number
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type int8 = number
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/**
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* 32-bit unsigned integer. Possible values are 0 to 4,294,967,295.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#uint View documentation}
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*/
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-
type uint = number
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type uint = number
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/**
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* 8-bit unsigned integer. Possible values are 0 to 255.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#uint8 View documentation}
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*/
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type uint8 = number
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type uint8 = number
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/**
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* 16-bit unsigned integer. Possible values are 0 to 65535.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#uint16 View documentation}
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*/
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type uint16 = number
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type uint16 = number
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/**
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* 64-bit unsigned integer. Possible values are 0 to 18,446,744,073,709,551,615.
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#uint64 View documentation}
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*/
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type uint64 = number
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type uint64 = number
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/**
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* Tables are enclosed in curly brackets, like this `{}`
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*
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* {@link https://lua-api.factorio.com/
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* {@link https://lua-api.factorio.com/next/Builtin-Types.html#table View documentation}
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*/
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type table = object
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type table = object
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