typed-factorio 1.15.0 → 1.16.0
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/package.json
CHANGED
@@ -1,6 +1,6 @@
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{
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"name": "typed-factorio",
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"version": "1.
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"version": "1.16.0",
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"description": "Featureful typescript definitions for the the Factorio modding lua api.",
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"keywords": [
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"factorio",
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@@ -33,30 +33,28 @@
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"typescript-to-lua": "^1.6.1"
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},
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"devDependencies": {
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"@types/jest": "^29.5.
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"@types/node": "^20.
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"@types/prettier": "^2.7.
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"@typescript-eslint/eslint-plugin": "^5.59.
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"@typescript-eslint/parser": "^5.59.
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"@types/jest": "^29.5.2",
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"@types/node": "^20.3.1",
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"@types/prettier": "^2.7.3",
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"@typescript-eslint/eslint-plugin": "^5.59.11",
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"@typescript-eslint/parser": "^5.59.11",
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"array.prototype.flatmap": "^1.3.1",
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"chalk": "^5.2.0",
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"eslint": "~8.
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"eslint": "~8.42.0",
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"eslint-config-prettier": "^8.8.0",
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"eslint-config-standard": "^17.0.0",
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"eslint-import-resolver-typescript": "^3.5.5",
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"eslint-plugin-eslint-comments": "latest",
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"eslint-plugin-import": "^2.27.5",
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"eslint-plugin-n": "^16.0.0",
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"eslint-plugin-node": "^11.1.0",
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"eslint-plugin-prettier": "^4.2.1",
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"eslint-plugin-promise": "^6.1.1",
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"jest": "^29.5.0",
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"lua-types": "^2.13.1",
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"prettier": "^2.8.8",
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"rimraf": "^5.0.1",
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"ts-jest": "^29.1.0",
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"ts-node": "^10.9.1",
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"typescript": "~5.
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"typescript-to-lua": "^1.
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"typescript": "~5.1.3",
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"typescript-to-lua": "^1.16.2"
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},
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"packageManager": "yarn@3.2.3"
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}
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@@ -15,7 +15,7 @@ type float = number
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type double = number
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/**
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* 32-bit signed integer. Possible values are -2
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* 32-bit signed integer. Possible values are -2'147'483'648 to 2'147'483'647.
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* @see {@link https://lua-api.factorio.com/latest/Builtin-Types.html#int Online documentation}
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*/
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type int = number
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@@ -27,7 +27,7 @@ type int = 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
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* 32-bit unsigned integer. Possible values are 0 to 4'294'967'295.
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* @see {@link https://lua-api.factorio.com/latest/Builtin-Types.html#uint Online documentation}
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*/
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type uint = number
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@@ -45,7 +45,7 @@ type uint8 = 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
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* 64-bit unsigned integer. Possible values are 0 to 18'446'744'073'709'551'615.
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* @see {@link https://lua-api.factorio.com/latest/Builtin-Types.html#uint64 Online documentation}
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*/
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type uint64 = number
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@@ -1760,6 +1760,16 @@ interface LuaCustomInputPrototype {
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* @see {@link https://lua-api.factorio.com/latest/LuaCustomInputPrototype.html#LuaCustomInputPrototype.alternative_key_sequence Online documentation}
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*/
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readonly alternative_key_sequence?: string
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/**
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* The default controller key sequence for this custom input, if any
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* @see {@link https://lua-api.factorio.com/latest/LuaCustomInputPrototype.html#LuaCustomInputPrototype.controller_key_sequence Online documentation}
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*/
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readonly controller_key_sequence?: string
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/**
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* The default controller alternative key sequence for this custom input, if any
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* @see {@link https://lua-api.factorio.com/latest/LuaCustomInputPrototype.html#LuaCustomInputPrototype.controller_alternative_key_sequence Online documentation}
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*/
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readonly controller_alternative_key_sequence?: string
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/**
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* The linked game control name, if any.
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* @see {@link https://lua-api.factorio.com/latest/LuaCustomInputPrototype.html#LuaCustomInputPrototype.linked_game_control Online documentation}
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@@ -3350,6 +3360,9 @@ interface LuaEntity extends LuaControl {
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fluidbox: LuaFluidBox
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/**
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* The backer name assigned to this entity. Entities that support backer names are labs, locomotives, radars, roboports, and train stops. `nil` if this entity doesn't support backer names.
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*
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* **Raised events:**
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* - {@link OnEntityRenamedEvent on_entity_renamed} _instantly_
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* @remarks While train stops get the name of a backer when placed down, players can rename them if they want to. In this case, `backer_name` returns the player-given name of the entity.
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* @see {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.backer_name Online documentation}
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*/
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@@ -3365,7 +3378,7 @@ interface LuaEntity extends LuaControl {
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/**
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* The ticks left before a ghost, combat robot, highlight box or smoke with trigger is destroyed.
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*
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* - for ghosts set to uint32 max (4
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* - for ghosts set to uint32 max (4'294'967'295) to never expire.
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* - for ghosts Cannot be set higher than {@link LuaForce#ghost_time_to_live LuaForce::ghost_time_to_live} of the entity's force.
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* @see {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.time_to_live Online documentation}
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*/
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@@ -4862,6 +4875,9 @@ interface BaseEntity extends LuaControl {
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fluidbox: LuaFluidBox
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/**
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* The backer name assigned to this entity. Entities that support backer names are labs, locomotives, radars, roboports, and train stops. `nil` if this entity doesn't support backer names.
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*
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* **Raised events:**
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* - {@link OnEntityRenamedEvent on_entity_renamed} _instantly_
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* @remarks While train stops get the name of a backer when placed down, players can rename them if they want to. In this case, `backer_name` returns the player-given name of the entity.
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* @see {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.backer_name Online documentation}
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*/
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@@ -4877,7 +4893,7 @@ interface BaseEntity extends LuaControl {
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/**
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* The ticks left before a ghost, combat robot, highlight box or smoke with trigger is destroyed.
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*
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* - for ghosts set to uint32 max (4
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* - for ghosts set to uint32 max (4'294'967'295) to never expire.
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* - for ghosts Cannot be set higher than {@link LuaForce#ghost_time_to_live LuaForce::ghost_time_to_live} of the entity's force.
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* @see {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.time_to_live Online documentation}
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*/
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@@ -12035,7 +12051,7 @@ interface LuaGameScript {
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* @param name Name of the new surface.
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* @param settings Map generation settings.
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* @returns The surface that was just created.
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* @remarks The game currently supports a maximum of 4
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* @remarks The game currently supports a maximum of 4'294'967'295 surfaces, including the default surface.<br>Surface names must be unique.
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* @see {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.create_surface Online documentation}
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*/
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create_surface(name: string, settings?: MapGenSettingsWrite): LuaSurface
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@@ -12454,7 +12470,7 @@ interface LuaGameScript {
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*/
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readonly difficulty: defines.difficulty
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/**
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* Get a table of all the forces that currently exist. This sparse table allows you to find forces by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will only iterate the
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* Get a table of all the forces that currently exist. This sparse table allows you to find forces by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will only iterate the hash part of the table. Iterating with `ipairs()` will not work at all.
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* @see {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.forces Online documentation}
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*/
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readonly forces: LuaCustomTable<uint | string, LuaForce>
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@@ -12625,8 +12641,9 @@ interface LuaGameScript {
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*/
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readonly tick: uint
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/**
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* The number of ticks since this game was
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*
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* The number of ticks since this game was created using either "new game" or "new game from scenario". Notably, this number progresses even when the game is {@link LuaGameScript#tick_paused tick_paused}.
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*
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* This differs from {@link LuaGameScript#tick LuaGameScript::tick} in that creating a game from a scenario always starts with this value at `0`, even if the scenario has its own level data where the `tick` has progressed past `0`.
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* @see {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.ticks_played Online documentation}
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*/
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readonly ticks_played: uint
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*/
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speed: float
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/**
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* Get a table of all the surfaces that currently exist. This sparse table allows you to find surfaces by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will only iterate the
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* Get a table of all the surfaces that currently exist. This sparse table allows you to find surfaces by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will only iterate the hash part of the table. Iterating with `ipairs()` will not work at all.
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* @see {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.surfaces Online documentation}
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*/
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readonly surfaces: LuaCustomTable<SurfaceIndex | string, LuaSurface>
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* Where to position the child element when in the `relative` element.
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*/
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readonly anchor?: GuiAnchor
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/**
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* How the element should interact with game controllers. Defaults to {@link defines.game_controller_interaction.normal}.
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*/
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readonly game_controller_interaction?: defines.game_controller_interaction
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/**
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* Whether this element will raise {@link OnGuiHoverEvent on_gui_hover} and {@link OnGuiLeaveEvent on_gui_leave}. Defaults to `false`.
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*/
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readonly raise_hover_events?: boolean
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}
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/**
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*/
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get location(): GuiLocation | nil
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set location(value: GuiLocation | GuiLocationArray | nil)
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/**
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* How this element should interact with game controllers.
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* @see {@link https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.game_controller_interaction Online documentation}
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*/
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game_controller_interaction: defines.game_controller_interaction
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/**
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* Whether this GUI element is enabled. Disabled GUI elements don't trigger events when clicked.
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* @see {@link https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.enabled Online documentation}
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*/
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auto_toggle: boolean
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/**
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* Whether this button is currently toggled.
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* Whether this button is currently toggled. When a button is toggled, it will use the `selected_graphical_set` and `selected_font_color` defined in its style.
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*
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* _Can only be used if this is button or sprite-button_
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* @see {@link https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.toggled Online documentation}
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*/
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auto_toggle: boolean
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/**
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* Whether this button is currently toggled.
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* Whether this button is currently toggled. When a button is toggled, it will use the `selected_graphical_set` and `selected_font_color` defined in its style.
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*
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* _Can only be used if this is button or sprite-button_
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* @see {@link https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.toggled Online documentation}
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* @noSelf
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*/
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interface LuaModSettingPrototype {
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/**
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* Type of this prototype.
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* @see {@link https://lua-api.factorio.com/latest/LuaModSettingPrototype.html#LuaModSettingPrototype.type Online documentation}
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*/
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readonly type: string
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/**
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* Name of this prototype.
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* @see {@link https://lua-api.factorio.com/latest/LuaModSettingPrototype.html#LuaModSettingPrototype.name Online documentation}
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* @see {@link https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.render_mode Online documentation}
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*/
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readonly render_mode: defines.render_mode
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/**
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* The input method of the player, mouse and keyboard or game controller
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* @see {@link https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.input_method Online documentation}
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*/
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readonly input_method: defines.input_method
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/**
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* If `true`, zoom-to-world noise effect will be disabled and environmental sounds will be based on zoom-to-world view instead of position of player's character.
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* @see {@link https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.spectator Online documentation}
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readonly force?: ForceIdentification
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}): boolean
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/**
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* Find
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* Find an entity of the given type at the given position. This checks both the exact position and the bounding box of the entity.
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* @param entity Entity to look for.
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* @param position Coordinates to look at.
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* @returns `nil` if no such entity is found.
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position: MapPosition | MapPositionArray,
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force: ForceIdentification
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): LuaLogisticNetwork | nil
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/**
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* Find the logistic network with a cell closest to a given position.
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* @param force Force the logistic network should belong to.
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* @returns The found network or `nil` if no such network was found.
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* @see {@link https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.find_closest_logistic_network_by_position Online documentation}
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*/
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find_closest_logistic_network_by_position(
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position: MapPosition | MapPositionArray,
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force: ForceIdentification
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): LuaLogisticNetwork | nil
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/**
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* Finds all of the logistics networks whose construction area intersects with the given position.
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* @param force Force the logistic networks should belong to.
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* Gets all tiles of the given types that are connected horizontally or vertically to the given tile position including the given tile position.
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* @param position The tile position to start at.
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* @param tiles The tiles to search for.
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* @param include_diagonal Include tiles that are connected diagonally.
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* @param area The area to find connected tiles in. If provided the start position must be in this area.
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* @returns The resulting set of tiles.
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* @remarks This won't find tiles in non-generated chunks.
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* @see {@link https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.get_connected_tiles Online documentation}
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*/
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get_connected_tiles(
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get_connected_tiles(
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position: TilePosition | TilePositionArray,
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tiles: readonly string[],
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include_diagonal?: boolean,
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area?: BoundingBoxWrite | BoundingBoxArray
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): TilePosition[]
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/**
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* **Raised events:**
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* - {@link OnPreChunkDeletedEvent on_pre_chunk_deleted} _future_tick_
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@@ -800,26 +800,26 @@ interface EnemyExpansionMapSettings {
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*/
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readonly settler_group_max_size: uint
|
802
802
|
/**
|
803
|
-
* The minimum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to `4*3
|
803
|
+
* The minimum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to `4*3'600=14'400` ticks.
|
804
804
|
*/
|
805
805
|
readonly min_expansion_cooldown: uint
|
806
806
|
/**
|
807
|
-
* The maximum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to `60*3
|
807
|
+
* The maximum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to `60*3'600=216'000` ticks.
|
808
808
|
*/
|
809
809
|
readonly max_expansion_cooldown: uint
|
810
810
|
}
|
811
811
|
|
812
812
|
interface UnitGroupMapSettings {
|
813
813
|
/**
|
814
|
-
* The minimum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to `3
|
814
|
+
* The minimum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to `3'600` ticks.
|
815
815
|
*/
|
816
816
|
readonly min_group_gathering_time: uint
|
817
817
|
/**
|
818
|
-
* The maximum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to `10*3
|
818
|
+
* The maximum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to `10*3'600=36'000` ticks.
|
819
819
|
*/
|
820
820
|
readonly max_group_gathering_time: uint
|
821
821
|
/**
|
822
|
-
* After gathering has finished, the group is allowed to wait this long in ticks for delayed members. New members are not accepted anymore however. Defaults to `2*3
|
822
|
+
* After gathering has finished, the group is allowed to wait this long in ticks for delayed members. New members are not accepted anymore however. Defaults to `2*3'600=7'200` ticks.
|
823
823
|
*/
|
824
824
|
readonly max_wait_time_for_late_members: uint
|
825
825
|
/**
|
@@ -889,11 +889,11 @@ interface PathFinderMapSettings {
|
|
889
889
|
*/
|
890
890
|
readonly goal_pressure_ratio: double
|
891
891
|
/**
|
892
|
-
* The maximum number of nodes that are expanded per tick. Defaults to `1
|
892
|
+
* The maximum number of nodes that are expanded per tick. Defaults to `1'000`.
|
893
893
|
*/
|
894
894
|
readonly max_steps_worked_per_tick: double
|
895
895
|
/**
|
896
|
-
* The maximum amount of work each pathfinding job is allowed to do per tick. Defaults to `8
|
896
|
+
* The maximum amount of work each pathfinding job is allowed to do per tick. Defaults to `8'000`.
|
897
897
|
*/
|
898
898
|
readonly max_work_done_per_tick: uint
|
899
899
|
/**
|
@@ -1341,6 +1341,10 @@ declare namespace defines {
|
|
1341
1341
|
* Event type: {@link OnGuiLeaveEvent}
|
1342
1342
|
*/
|
1343
1343
|
const on_gui_leave: EventId<OnGuiLeaveEvent>
|
1344
|
+
/**
|
1345
|
+
* Event type: {@link OnEntityColorChangedEvent}
|
1346
|
+
*/
|
1347
|
+
const on_entity_color_changed: EventId<OnEntityColorChangedEvent>
|
1344
1348
|
/**
|
1345
1349
|
* Event type: {@link OnCutsceneStartedEvent}
|
1346
1350
|
*/
|
@@ -1349,6 +1353,10 @@ declare namespace defines {
|
|
1349
1353
|
* Event type: {@link OnCutsceneFinishedEvent}
|
1350
1354
|
*/
|
1351
1355
|
const on_cutscene_finished: EventId<OnCutsceneFinishedEvent>
|
1356
|
+
/**
|
1357
|
+
* Event type: {@link OnPlayerInputMethodChangedEvent}
|
1358
|
+
*/
|
1359
|
+
const on_player_input_method_changed: EventId<OnPlayerInputMethodChangedEvent>
|
1352
1360
|
}
|
1353
1361
|
/**
|
1354
1362
|
* See the {@linkplain https://lua-api.factorio.com/latest/events.html events page} for more info on what events contain and when they get raised.
|
@@ -1365,6 +1373,23 @@ declare namespace defines {
|
|
1365
1373
|
two_hundred_fifty_hours,
|
1366
1374
|
one_thousand_hours,
|
1367
1375
|
}
|
1376
|
+
enum game_controller_interaction {
|
1377
|
+
/**
|
1378
|
+
* Game controller will always hover this element regardless of type or state.
|
1379
|
+
* @see {@link https://lua-api.factorio.com/latest/defines.html#defines.game_controller_interaction.always Online documentation}
|
1380
|
+
*/
|
1381
|
+
always,
|
1382
|
+
/**
|
1383
|
+
* Hover according to the element type and implementation.
|
1384
|
+
* @see {@link https://lua-api.factorio.com/latest/defines.html#defines.game_controller_interaction.never Online documentation}
|
1385
|
+
*/
|
1386
|
+
never,
|
1387
|
+
/**
|
1388
|
+
* Never hover this element with a game controller.
|
1389
|
+
* @see {@link https://lua-api.factorio.com/latest/defines.html#defines.game_controller_interaction.normal Online documentation}
|
1390
|
+
*/
|
1391
|
+
normal,
|
1392
|
+
}
|
1368
1393
|
enum group_state {
|
1369
1394
|
gathering,
|
1370
1395
|
moving,
|
@@ -19,6 +19,10 @@ interface CustomInputEvent extends EventData {
|
|
19
19
|
* The mouse cursor position when the custom input was activated.
|
20
20
|
*/
|
21
21
|
readonly cursor_position: MapPosition
|
22
|
+
/**
|
23
|
+
* The mouse cursor display location when the custom input was activated.
|
24
|
+
*/
|
25
|
+
readonly cursor_display_location: GuiLocation
|
22
26
|
/**
|
23
27
|
* Information about the prototype that is selected when the custom input is used. Needs to be enabled on the custom input's prototype. `nil` if none is selected.
|
24
28
|
*/
|
@@ -548,6 +552,25 @@ interface OnEntityClonedEvent extends EventData {
|
|
548
552
|
readonly tick: uint
|
549
553
|
}
|
550
554
|
|
555
|
+
/**
|
556
|
+
* Called after an entity has been recolored either by the player or through script.
|
557
|
+
* @see {@link https://lua-api.factorio.com/latest/events.html#on_entity_color_changed Online documentation}
|
558
|
+
*/
|
559
|
+
interface OnEntityColorChangedEvent extends EventData {
|
560
|
+
/**
|
561
|
+
* The entity that was recolored.
|
562
|
+
*/
|
563
|
+
readonly entity: LuaEntity
|
564
|
+
/**
|
565
|
+
* Identifier of the event
|
566
|
+
*/
|
567
|
+
readonly name: typeof defines.events.on_entity_color_changed
|
568
|
+
/**
|
569
|
+
* Tick the event was generated.
|
570
|
+
*/
|
571
|
+
readonly tick: uint
|
572
|
+
}
|
573
|
+
|
551
574
|
/**
|
552
575
|
* Called when an entity is damaged. Can be filtered using {@link LuaEntityDamagedEventFilter}.
|
553
576
|
* @remarks This is not called when an entities health is set directly by another mod.
|
@@ -983,6 +1006,10 @@ interface OnGuiClickEvent extends EventData {
|
|
983
1006
|
* The mouse button used if any.
|
984
1007
|
*/
|
985
1008
|
readonly button: defines.mouse_button_type
|
1009
|
+
/**
|
1010
|
+
* The display location of the player's cursor.
|
1011
|
+
*/
|
1012
|
+
readonly cursor_display_location: GuiLocation
|
986
1013
|
/**
|
987
1014
|
* If alt was pressed.
|
988
1015
|
*/
|
@@ -2301,6 +2328,26 @@ interface OnPlayerGunInventoryChangedEvent extends EventData {
|
|
2301
2328
|
readonly tick: uint
|
2302
2329
|
}
|
2303
2330
|
|
2331
|
+
/**
|
2332
|
+
* Called when a player's input method changes.
|
2333
|
+
* @remarks See {@link LuaPlayer#input_method LuaPlayer::input_method}.
|
2334
|
+
* @see {@link https://lua-api.factorio.com/latest/events.html#on_player_input_method_changed Online documentation}
|
2335
|
+
*/
|
2336
|
+
interface OnPlayerInputMethodChangedEvent extends EventData {
|
2337
|
+
/**
|
2338
|
+
* The player whose input method changed.
|
2339
|
+
*/
|
2340
|
+
readonly player_index: PlayerIndex
|
2341
|
+
/**
|
2342
|
+
* Identifier of the event
|
2343
|
+
*/
|
2344
|
+
readonly name: typeof defines.events.on_player_input_method_changed
|
2345
|
+
/**
|
2346
|
+
* Tick the event was generated.
|
2347
|
+
*/
|
2348
|
+
readonly tick: uint
|
2349
|
+
}
|
2350
|
+
|
2304
2351
|
/**
|
2305
2352
|
* 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.
|
2306
2353
|
* @see {@link https://lua-api.factorio.com/latest/events.html#on_player_joined_game Online documentation}
|