typed-factorio 1.3.0 → 1.3.1
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- package/Changelog.md +4 -0
- package/README.md +25 -28
- package/generated/classes.d.ts +23 -23
- package/generated/concepts.d.ts +19 -19
- package/generated/defines.d.ts +2 -2
- package/generated/events.d.ts +1 -1
- package/package.json +1 -1
package/Changelog.md
CHANGED
package/README.md
CHANGED
@@ -71,54 +71,52 @@ The `global` table is just a lua table which can have any shape the mod desires,
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## Type features
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-
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Here is a quick overview of type features:
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-
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-
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### Lua features
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-
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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) as dependencies.
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-
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83
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-
### `nil`
|
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+
### Nullability
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|
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The types consistently use `undefined` to represent `nil`.
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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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|
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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
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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 possible on _write_, you can write `nil` by using `undefined!` or `myNullableValue!`, e.g. `controlBehavior.parameters = undefined!`.
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90
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-
###
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### Parameter Variants
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-
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-
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The type for a specific variant is prefixed with the variant name, or with "Other" for variants without additional fields (e.g. `AmmoDamageTechnologyModifier`, `OtherTechnologyModifier`).
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Parameters with variants (with "additional fields can be specified depending on type ...") are defined as a union of all variants. The type for a specific variant is prefixed with the variant name, or "Other" types variants without extra properties (e.g. `AmmoDamageTechnologyModifier`, `OtherTechnologyModifier`).
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### Events
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|
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-
|
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-
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You can pass a type parameter to `script.generate_event_name<T>()`, 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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Event IDs (`defines.events`) carry information about their event type and possible filters, which is used by the various methods on `script`.
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You can pass a type parameter to `script.generate_event_name<T>()`, and it will return an `EventId` that holds type info of the event data.
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-
### Array-like
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### Array-like classes
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Classes that have an index operator, a length operator, and have an array-like structure, inherit from `(Readonly)Array`. These are `LuaInventory`, `LuaFluidBox`, `LuaTransportLine`. This allows you to use these classes like arrays, meaning having array methods, and `.length` translating to the lua length operator. However, this also means, like typescript arrays, they are **0-indexed, not 1-indexed**.
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-
### Table
|
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### Table-or-array concepts, and "Read" variants
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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.
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|
110
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-
Table-or-array types will appear in
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Table-or-array types will appear in Table form when known to be in a read position. This also applies to other concepts/types that have table-or-array attributes.
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-
For some concepts, there is also a special form for when
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For some concepts, there is also a special form for when it is used in a "read" position, where all table-or-array types are in Table form. These types are suffixed with `Read`, e.g. `ScriptPositionRead`, `BoundingBoxRead`.
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###
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### Classes with subclasses
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-
Some classes have attributes that are documented to only work
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Some classes have attributes that are documented to only work for particular subclasses. For these classes, e.g. `LuaEntity`, there are specific types that you can _optionally_ use:
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- a "Base" type, e.g. `BaseEntity`, which only contains members usable by all subclasses
|
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- individual subclass types, e.g. `CraftingMachineEntity`, which extends the base type with members specific to that subclass
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- individual subclass types, e.g. `CraftingMachineEntity`, which extends the base type with members specific to that subclass.
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The simple class name, `LuaEntity
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The simple class name, e.g. `LuaEntity`, contains attributes for _all_ subclasses.
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|
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For stricter types, use the `Base` type generally, and the specific subclass type when needed.
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You can also create your own type-narrowing functions, like so:
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```ts
|
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function isCraftingMachineEntity(entity: LuaEntity): entity is CraftingMachineEntity {
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return entity.type === "crafting-machine"
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}
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```
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### LuaGuiElement
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@@ -132,7 +130,6 @@ This is done both to provide more accurate types, and for possible integration w
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This is a recommended **opt-in** feature. To opt in, add `"typed-factorio/strict-index-types"` to `compilerOptions > types` in your tsconfig.json (in addition to `"typed-factorio/runtime"`).
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-
Some `uint` types which represent indices, e.g. player_index, entity_number, can be "branded" numbers with their own type, e.g. `PlayerIndex` and `EntityNumber`.
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These are indices that do not index into an array-like structure, and otherwise should usually not have arithmetic done to them.
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Some `uint` types which represent unique indices, e.g. player_index, entity_number, can be "branded" numbers with their own type, e.g. `PlayerIndex` and `EntityNumber`. If opted-in, these index-types will be still assignable to `number`, but a plain `number` is not directly assignable to them. This helps ensure correctness.
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You can use these types as keys in an index signature, e.g. `{ [index: PlayerIndex]: "foo" }`.
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You can cast "plain" numbers to these types, e.g. `1 as PlayerIndex`, do this with caution.
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package/generated/classes.d.ts
CHANGED
@@ -222,11 +222,11 @@ interface LuaAutoplaceControlPrototype {
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*/
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interface LuaBootstrap {
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/**
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* Register a function to be run on mod initialization. This is only called when a new save game is created or when a save file is loaded that previously didn't contain the mod. During it, the mod gets the chance to set up initial values that it will use for its lifetime. It has full access to {@link LuaGameScript} and the {@
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* Register a function to be run on mod initialization. This is only called when a new save game is created or when a save file is loaded that previously didn't contain the mod. During it, the mod gets the chance to set up initial values that it will use for its lifetime. It has full access to {@link LuaGameScript} and the {@linkplain https://lua-api.factorio.com/latest/Global.html global} table and can change anything about them that it deems appropriate. No other events will be raised for the mod until it has finished this step.
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*
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* {@link https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_init View documentation}
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* @param f The handler for this event. Passing `nil` will unregister it.
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-
* @remarks For more context, refer to the {@
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* @remarks For more context, refer to the {@linkplain https://lua-api.factorio.com/latest/Data-Lifecycle.html Data Lifecycle} page.
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* @example Initialize a `players` table in `global` for later use.
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*
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* ```
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@@ -237,26 +237,26 @@ interface LuaBootstrap {
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*/
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on_init(f: (() => void) | undefined): void
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/**
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* Register a function to be run on save load. This is only called for mods that have been part of the save previously, or for players connecting to a running multiplayer session. It gives the mod the opportunity to do some very specific actions, should it need to. Doing anything other than these three will lead to desyncs, which breaks multiplayer and replay functionality. Access to {@link LuaGameScript} is not available. The {@
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* Register a function to be run on save load. This is only called for mods that have been part of the save previously, or for players connecting to a running multiplayer session. It gives the mod the opportunity to do some very specific actions, should it need to. Doing anything other than these three will lead to desyncs, which breaks multiplayer and replay functionality. Access to {@link LuaGameScript} is not available. The {@linkplain https://lua-api.factorio.com/latest/Global.html global} table can be accessed and is safe to read from, but not write to, as doing so will lead to an error.
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*
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* The only legitimate uses of this event are the following:
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* - Re-setup {@
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* - Re-setup {@linkplain https://www.lua.org/pil/13.html metatables} as they are not persisted through the save/load cycle.
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* - Re-setup conditional event handlers, meaning subscribing to an event only when some condition is met to save processing time.
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* - Create local references to data stored in the {@
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* - Create local references to data stored in the {@linkplain https://lua-api.factorio.com/latest/Global.html global} table.
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*
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* For all other purposes, {@link LuaBootstrap#on_init LuaBootstrap::on_init}, {@link LuaBootstrap#on_configuration_changed LuaBootstrap::on_configuration_changed} or {@
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* For all other purposes, {@link LuaBootstrap#on_init LuaBootstrap::on_init}, {@link LuaBootstrap#on_configuration_changed LuaBootstrap::on_configuration_changed} or {@linkplain https://lua-api.factorio.com/latest/Migrations.html migrations} should be used instead.
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*
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* {@link https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_load View documentation}
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* @param f The handler for this event. Passing `nil` will unregister it.
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* @remarks For more context, refer to the {@
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* @remarks For more context, refer to the {@linkplain https://lua-api.factorio.com/latest/Data-Lifecycle.html Data Lifecycle} page.
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*/
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on_load(f: (() => void) | undefined): void
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/**
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* Register a function to be run when mod configuration changes. This is called when the major game version or any mod version changed, when any mod was added or removed, when a startup setting has changed, or when any prototypes have been added or removed. It allows the mod to make any changes it deems appropriate to both the data structures in its {@
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* Register a function to be run when mod configuration changes. This is called when the major game version or any mod version changed, when any mod was added or removed, when a startup setting has changed, or when any prototypes have been added or removed. It allows the mod to make any changes it deems appropriate to both the data structures in its {@linkplain https://lua-api.factorio.com/latest/Global.html global} table or to the game state through {@link LuaGameScript}.
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*
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* {@link https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_configuration_changed View documentation}
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* @param f The handler for this event. Passing `nil` will unregister it.
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* @remarks For more context, refer to the {@
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* @remarks For more context, refer to the {@linkplain https://lua-api.factorio.com/latest/Data-Lifecycle.html Data Lifecycle} page.
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*/
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on_configuration_changed(f: ((param1: ConfigurationChangedData) => void) | undefined): void
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/**
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@@ -887,7 +887,7 @@ interface LuaCommandProcessor {
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*/
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readonly commands: Record<string, LocalisedString>
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/**
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* Lists the built-in commands of the core game. The {@
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* Lists the built-in commands of the core game. The {@linkplain https://wiki.factorio.com/Console wiki} has an overview of these.
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*
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* {@link https://lua-api.factorio.com/latest/LuaCommandProcessor.html#LuaCommandProcessor.game_commands View documentation}
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*/
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@@ -3810,13 +3810,13 @@ interface LuaEntity extends LuaControl {
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*/
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readonly electric_emissions: double | undefined
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/**
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* A universally unique number identifying this entity for the lifetime of the save. Only entities inheriting from {@
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* A universally unique number identifying this entity for the lifetime of the save. Only entities inheriting from {@linkplain https://wiki.factorio.com/Prototype/EntityWithOwner EntityWithOwner}, as well as {@linkplain https://wiki.factorio.com/Prototype/ItemRequestProxy ItemRequestProxy} and {@linkplain https://wiki.factorio.com/Prototype/EntityGhost EntityGhost} entities, are assigned a unit number. This property is `nil` for entities without unit number.
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*
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* {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number View documentation}
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*/
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readonly unit_number: UnitNumber | undefined
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/**
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* The {@link LuaEntity#unit_number unit_number} of the entity contained in this ghost. It is the same as the unit number of the {@
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+
* The {@link LuaEntity#unit_number unit_number} of the entity contained in this ghost. It is the same as the unit number of the {@linkplain https://wiki.factorio.com/Prototype/EntityWithOwner EntityWithOwner} that was destroyed to create this ghost. If it was created by other means, or if the inner entity doesn not support unit numbers, this property is `nil`.
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*
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* _Can only be used if this is EntityGhost_
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*
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@@ -5388,7 +5388,7 @@ interface BaseEntity extends LuaControl {
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*/
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readonly electric_emissions: double | undefined
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/**
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-
* A universally unique number identifying this entity for the lifetime of the save. Only entities inheriting from {@
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* A universally unique number identifying this entity for the lifetime of the save. Only entities inheriting from {@linkplain https://wiki.factorio.com/Prototype/EntityWithOwner EntityWithOwner}, as well as {@linkplain https://wiki.factorio.com/Prototype/ItemRequestProxy ItemRequestProxy} and {@linkplain https://wiki.factorio.com/Prototype/EntityGhost EntityGhost} entities, are assigned a unit number. This property is `nil` for entities without unit number.
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*
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* {@link https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number View documentation}
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*/
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@@ -5806,7 +5806,7 @@ interface EntityGhostEntity extends BaseEntity {
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*/
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ghost_has_flag(flag: keyof EntityPrototypeFlags): boolean
|
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/**
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-
* The {@link LuaEntity#unit_number unit_number} of the entity contained in this ghost. It is the same as the unit number of the {@
|
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+
* The {@link LuaEntity#unit_number unit_number} of the entity contained in this ghost. It is the same as the unit number of the {@linkplain https://wiki.factorio.com/Prototype/EntityWithOwner EntityWithOwner} that was destroyed to create this ghost. If it was created by other means, or if the inner entity doesn not support unit numbers, this property is `nil`.
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*
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* _Can only be used if this is EntityGhost_
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*
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@@ -11832,7 +11832,7 @@ interface LuaGameScript {
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*/
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regenerate_entity(entities: string | readonly string[]): void
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/**
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* Take a screenshot of the game and save it to the `script-output` folder, located in the game's {@
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* Take a screenshot of the game and save it to the `script-output` folder, located in the game's {@linkplain https://wiki.factorio.com/User_data_directory user data directory}. The name of the image file can be specified via the `path` parameter.
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*
|
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* {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.take_screenshot View documentation}
|
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* @remarks If Factorio is running headless, this function will do nothing.
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@@ -11910,7 +11910,7 @@ interface LuaGameScript {
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|
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|
*/
|
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set_wait_for_screenshots_to_finish(): void
|
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|
/**
|
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|
-
* Take a screenshot of the technology screen and save it to the `script-output` folder, located in the game's {@
|
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* Take a screenshot of the technology screen and save it to the `script-output` folder, located in the game's {@linkplain https://wiki.factorio.com/User_data_directory user data directory}. The name of the image file can be specified via the `path` parameter.
|
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*
|
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|
* {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.take_technology_screenshot View documentation}
|
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*/
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@@ -11955,7 +11955,7 @@ interface LuaGameScript {
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|
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*/
|
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json_to_table(json: string): AnyBasic | undefined
|
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|
/**
|
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|
-
* Write a file to the `script-output` folder, located in the game's {@
|
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|
+
* Write a file to the `script-output` folder, located in the game's {@linkplain https://wiki.factorio.com/User_data_directory user data directory}. The name and file extension of the file can be specified via the `filename` parameter.
|
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*
|
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* {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.write_file View documentation}
|
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* @param filename The name of the file. Providing a directory path (ex. `"save/here/example.txt"`) will create the necessary folder structure in `script-output`.
|
@@ -11965,7 +11965,7 @@ interface LuaGameScript {
|
|
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|
*/
|
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write_file(filename: string, data: LocalisedString, append?: boolean, for_player?: uint): void
|
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|
/**
|
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|
-
* Remove a file or directory in the `script-output` folder, located in the game's {@
|
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|
+
* Remove a file or directory in the `script-output` folder, located in the game's {@linkplain https://wiki.factorio.com/User_data_directory user data directory}. Can be used to remove files created by {@link LuaGameScript#write_file LuaGameScript::write_file}.
|
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|
*
|
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|
* {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.remove_path View documentation}
|
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|
* @param path The path to the file or directory to remove, relative to `script-output`.
|
@@ -12273,7 +12273,7 @@ interface LuaGameScript {
|
|
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|
*/
|
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create_profiler(stopped?: boolean): LuaProfiler
|
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|
/**
|
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|
-
* Evaluate an expression, substituting variables as provided. For details on the formula, see the relevant page on the {@
|
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|
+
* Evaluate an expression, substituting variables as provided. For details on the formula, see the relevant page on the {@linkplain https://wiki.factorio.com/Prototype/Technology#unit Factorio wiki}.
|
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*
|
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|
* {@link https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.evaluate_expression View documentation}
|
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|
* @param expression The expression to evaluate.
|
@@ -12446,7 +12446,7 @@ interface LuaGameScript {
|
|
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|
*/
|
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|
decode_string(string: string): string | undefined
|
12448
12448
|
/**
|
12449
|
-
* This property is only populated inside {@link LuaCommandProcessor custom command} handlers and when writing {@
|
12449
|
+
* This property is only populated inside {@link LuaCommandProcessor custom command} handlers and when writing {@linkplain https://wiki.factorio.com/Console#Scripting_and_cheat_commands Lua console commands}. Returns the player that is typing the command, `nil` in all other instances.
|
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|
*
|
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|
* See {@link LuaGameScript#players LuaGameScript::players} for accessing all players.
|
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|
*
|
@@ -20184,7 +20184,7 @@ interface LuaRailSignalControlBehavior extends LuaControlBehavior {
|
|
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|
}
|
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|
|
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|
/**
|
20187
|
-
* A deterministic random generator independent from the core games random generator that can be seeded and re-seeded at will. This random generator can be saved and loaded and will maintain its state. Note this is entirely different from calling {@
|
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|
+
* A deterministic random generator independent from the core games random generator that can be seeded and re-seeded at will. This random generator can be saved and loaded and will maintain its state. Note this is entirely different from calling {@linkplain https://lua-api.factorio.com/latest/Libraries.html#math.random math.random}() and you should be sure you actually want to use this over calling `math.random()`. If you aren't sure if you need to use this over calling `math.random()` then you probably don't need to use this.
|
20188
20188
|
*
|
20189
20189
|
* {@link https://lua-api.factorio.com/latest/LuaRandomGenerator.html View documentation}
|
20190
20190
|
* @noSelf
|
@@ -21112,7 +21112,7 @@ interface LuaRendering {
|
|
21112
21112
|
*/
|
21113
21113
|
draw_animation(params: {
|
21114
21114
|
/**
|
21115
|
-
* Name of an {@
|
21115
|
+
* Name of an {@linkplain https://wiki.factorio.com/Prototype/Animation animation prototype}.
|
21116
21116
|
*/
|
21117
21117
|
readonly animation: string
|
21118
21118
|
/**
|
@@ -23676,7 +23676,7 @@ interface LuaSurface {
|
|
23676
23676
|
readonly condition: ForceCondition
|
23677
23677
|
}): LuaEntity[]
|
23678
23678
|
/**
|
23679
|
-
* Find the enemy military target ({@
|
23679
|
+
* Find the enemy military target ({@linkplain https://wiki.factorio.com/Military_units_and_structures military entity}) closest to the given position.
|
23680
23680
|
*
|
23681
23681
|
* {@link https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.find_nearest_enemy View documentation}
|
23682
23682
|
* @returns The nearest enemy military target or `nil` if no enemy could be found within the given area.
|
package/generated/concepts.d.ts
CHANGED
@@ -655,7 +655,7 @@ interface EnemyEvolutionMapSettings {
|
|
655
655
|
}
|
656
656
|
|
657
657
|
/**
|
658
|
-
* Candidate chunks are given scores to determine which one of them should be expanded into. This score takes into account various settings noted below. The iteration is over a square region centered around the chunk for which the calculation is done, and includes the central chunk as well. Distances are calculated as {@
|
658
|
+
* Candidate chunks are given scores to determine which one of them should be expanded into. This score takes into account various settings noted below. The iteration is over a square region centered around the chunk for which the calculation is done, and includes the central chunk as well. Distances are calculated as {@linkplain https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance}.
|
659
659
|
*
|
660
660
|
* The pseudocode algorithm to determine a chunk's score is as follows:
|
661
661
|
*
|
@@ -1507,7 +1507,7 @@ interface AutoplaceSpecification {
|
|
1507
1507
|
}
|
1508
1508
|
|
1509
1509
|
/**
|
1510
|
-
* A fragment of a functional program used to generate coherent noise, probably for purposes related to terrain generation. These can only be meaningfully written/modified during the data load phase. More detailed information is found on the {@
|
1510
|
+
* A fragment of a functional program used to generate coherent noise, probably for purposes related to terrain generation. These can only be meaningfully written/modified during the data load phase. More detailed information is found on the {@linkplain https://wiki.factorio.com/Types/NoiseExpression wiki}.
|
1511
1511
|
*
|
1512
1512
|
* {@link https://lua-api.factorio.com/latest/Concepts.html#NoiseExpression View documentation}
|
1513
1513
|
*/
|
@@ -2723,7 +2723,7 @@ type SpriteType =
|
|
2723
2723
|
| "utility"
|
2724
2724
|
|
2725
2725
|
/**
|
2726
|
-
* It is specified by {@link string}. It can be either the name of a {@
|
2726
|
+
* It is specified by {@link string}. It can be either the name of a {@linkplain https://wiki.factorio.com/Prototype/Sprite sprite prototype} defined in the data stage or a path in form "type/name".
|
2727
2727
|
*
|
2728
2728
|
* The validity of a SpritePath can be verified at runtime using {@link LuaGameScript#is_valid_sprite_path LuaGameScript::is_valid_sprite_path}.
|
2729
2729
|
*
|
@@ -2746,33 +2746,33 @@ type SpriteType =
|
|
2746
2746
|
type SpritePath = string | `${SpriteType}/${string}`
|
2747
2747
|
|
2748
2748
|
/**
|
2749
|
-
* A sound defined by a {@link string}. It can be either the name of a {@
|
2749
|
+
* A sound defined by a {@link string}. It can be either the name of a {@linkplain https://wiki.factorio.com/Prototype/Sound sound prototype} defined in the data stage or a path in the form `"type/name"`. The latter option can be sorted into three categories.
|
2750
2750
|
*
|
2751
2751
|
* The validity of a SoundPath can be verified at runtime using {@link LuaGameScript#is_valid_sound_path LuaGameScript::is_valid_sound_path}.
|
2752
2752
|
*
|
2753
2753
|
* The utility and ambient types each contain general use sound prototypes defined by the game itself.
|
2754
|
-
* - `"utility"` - Uses the {@
|
2755
|
-
* - `"ambient"` - Uses {@
|
2754
|
+
* - `"utility"` - Uses the {@linkplain https://wiki.factorio.com/Prototype/UtilitySounds UtilitySounds} prototype. Example: `"utility/wire_connect_pole"`
|
2755
|
+
* - `"ambient"` - Uses {@linkplain https://wiki.factorio.com/Prototype/AmbientSound AmbientSound} prototypes. Example: `"ambient/resource-deficiency"`
|
2756
2756
|
*
|
2757
2757
|
* The following types can be combined with any tile name as long as its prototype defines the
|
2758
2758
|
*
|
2759
2759
|
* corresponding sound.
|
2760
|
-
* - `"tile-walking"` - Uses {@
|
2761
|
-
* - `"tile-mined"` - Uses {@
|
2762
|
-
* - `"tile-build-small"` - Uses {@
|
2763
|
-
* - `"tile-build-medium"` - Uses {@
|
2764
|
-
* - `"tile-build-large"` - Uses {@
|
2760
|
+
* - `"tile-walking"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Tile#walking_sound Tile::walking_sound}. Example: `"tile-walking/concrete"`
|
2761
|
+
* - `"tile-mined"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Tile#mined_sound Tile::mined_sound}
|
2762
|
+
* - `"tile-build-small"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Tile#build_sound Tile::build_sound}. Example: `"tile-build-small/concrete"`
|
2763
|
+
* - `"tile-build-medium"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Tile#build_sound Tile::build_sound}
|
2764
|
+
* - `"tile-build-large"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Tile#build_sound Tile::build_sound}
|
2765
2765
|
*
|
2766
2766
|
* The following types can be combined with any entity name as long as its prototype defines the
|
2767
2767
|
*
|
2768
2768
|
* corresponding sound.
|
2769
|
-
* - `"entity-build"` - Uses {@
|
2770
|
-
* - `"entity-mined"` - Uses {@
|
2771
|
-
* - `"entity-mining"` - Uses {@
|
2772
|
-
* - `"entity-vehicle_impact"` - Uses {@
|
2773
|
-
* - `"entity-rotated"` - Uses {@
|
2774
|
-
* - `"entity-open"` - Uses {@
|
2775
|
-
* - `"entity-close"` - Uses {@
|
2769
|
+
* - `"entity-build"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#build_sound Entity::build_sound}. Example: `"entity-build/wooden-chest"`
|
2770
|
+
* - `"entity-mined"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#mined_sound Entity::mined_sound}
|
2771
|
+
* - `"entity-mining"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#mining_sound Entity::mining_sound}
|
2772
|
+
* - `"entity-vehicle_impact"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#vehicle_impact_sound Entity::vehicle_impact_sound}
|
2773
|
+
* - `"entity-rotated"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#rotated_sound Entity::rotated_sound}
|
2774
|
+
* - `"entity-open"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#open_sound Entity::open_sound}
|
2775
|
+
* - `"entity-close"` - Uses {@linkplain https://wiki.factorio.com/Prototype/Entity#close_sound Entity::close_sound}
|
2776
2776
|
*
|
2777
2777
|
* {@link https://lua-api.factorio.com/latest/Concepts.html#SoundPath View documentation}
|
2778
2778
|
*/
|
@@ -3387,7 +3387,7 @@ type Alignment =
|
|
3387
3387
|
| "bottom-right"
|
3388
3388
|
|
3389
3389
|
/**
|
3390
|
-
* Information about the event that has been raised. The table can also contain other fields depending on the type of event. See {@
|
3390
|
+
* Information about the event that has been raised. The table can also contain other fields depending on the type of event. See {@linkplain https://lua-api.factorio.com/latest/events.html the list of Factorio events} for more information on these.
|
3391
3391
|
*
|
3392
3392
|
* {@link https://lua-api.factorio.com/latest/Concepts.html#EventData View documentation}
|
3393
3393
|
*/
|
package/generated/defines.d.ts
CHANGED
@@ -643,7 +643,7 @@ declare namespace defines {
|
|
643
643
|
cant_divide_segments,
|
644
644
|
}
|
645
645
|
/**
|
646
|
-
* See the {@
|
646
|
+
* 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.
|
647
647
|
*
|
648
648
|
* {@link https://lua-api.factorio.com/latest/defines.html#defines.events View documentation}
|
649
649
|
*/
|
@@ -1396,7 +1396,7 @@ declare namespace defines {
|
|
1396
1396
|
const on_player_reverse_selected_area: EventId<OnPlayerReverseSelectedAreaEvent>
|
1397
1397
|
}
|
1398
1398
|
/**
|
1399
|
-
* See the {@
|
1399
|
+
* 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.
|
1400
1400
|
*
|
1401
1401
|
* {@link https://lua-api.factorio.com/latest/defines.html#defines.events View documentation}
|
1402
1402
|
*/
|
package/generated/events.d.ts
CHANGED
@@ -3,7 +3,7 @@
|
|
3
3
|
/** @noSelfInFile */
|
4
4
|
|
5
5
|
/**
|
6
|
-
* Called when a {@
|
6
|
+
* Called when a {@linkplain https://wiki.factorio.com/Prototype/CustomInput CustomInput} is activated.
|
7
7
|
*
|
8
8
|
* {@link https://lua-api.factorio.com/latest/events.html#CustomInputEvent View documentation}
|
9
9
|
*/
|