LuaScriptArea more features
Posted: Tue May 19, 2020 12:55 pm
Hey,
so it would be nice if we could get this for LuaScriptArea, so its more useful then already.
First make it a own Class.
With that we could use with Stuff like this:
LuaScriptArea::name → string [Read-Write]
LuaScriptArea::id → uint [Read-only]
LuaScriptArea::area → BoundingBox [Read-Write]
LuaScriptArea::color → Color [Read-Write]
LuaScriptArea::get_polution() → double
LuaScriptArea::get_entities() → array of LuaEntity
LuaScriptArea::get_entities_filtered{name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_upgraded=…, limit=…, invert=…} → array of LuaEntity
LuaScriptArea::get_tiles_filtered{name=…, limit=…, has_hidden_tile=…, collision_mask=…} → array of LuaTile
LuaScriptArea::count_entities_filtered{name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, limit=…, invert=…} → uint
LuaScriptArea::count_tiles_filtered{name=…, limit=…, has_hidden_tile=…, collision_mask=…} → uint
LuaScriptArea::find_non_colliding_position(name, precision, force_to_tile_center) → Position
LuaScriptArea::find_enemy_units(force) → array of LuaEntity
LuaScriptArea::find_units{force=…, condition=…} → array of LuaEntity
LuaScriptArea::pollute(amount)
LuaScriptArea::deconstruct_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::cancel_deconstruct_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::upgrade_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea:cancel_upgrade_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::destroy_decoratives{position=…, name=…, limit=…, invert=…}
LuaScriptArea:get_decoratives_filtered{name=…, limit=…, invert=…} → array of DecorativeResult
LuaScriptArea::get_resource_counts() → dictionary string → uint
ONLY eventually LuaScriptArea::clone_script_area{destination_area=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…}
LuaScriptArea::clone_brush{destination_offset=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, manual_collision_mode=…}
Greetz,
Luzifer
so it would be nice if we could get this for LuaScriptArea, so its more useful then already.
First make it a own Class.
With that we could use with Stuff like this:
LuaScriptArea::name → string [Read-Write]
LuaScriptArea::id → uint [Read-only]
LuaScriptArea::area → BoundingBox [Read-Write]
LuaScriptArea::color → Color [Read-Write]
LuaScriptArea::get_polution() → double
LuaScriptArea::get_entities() → array of LuaEntity
LuaScriptArea::get_entities_filtered{name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_upgraded=…, limit=…, invert=…} → array of LuaEntity
LuaScriptArea::get_tiles_filtered{name=…, limit=…, has_hidden_tile=…, collision_mask=…} → array of LuaTile
LuaScriptArea::count_entities_filtered{name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, limit=…, invert=…} → uint
LuaScriptArea::count_tiles_filtered{name=…, limit=…, has_hidden_tile=…, collision_mask=…} → uint
LuaScriptArea::find_non_colliding_position(name, precision, force_to_tile_center) → Position
LuaScriptArea::find_enemy_units(force) → array of LuaEntity
LuaScriptArea::find_units{force=…, condition=…} → array of LuaEntity
LuaScriptArea::pollute(amount)
LuaScriptArea::deconstruct_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::cancel_deconstruct_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::upgrade_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea:cancel_upgrade_area{force=…, player=…, skip_fog_of_war=…, item=…}
LuaScriptArea::destroy_decoratives{position=…, name=…, limit=…, invert=…}
LuaScriptArea:get_decoratives_filtered{name=…, limit=…, invert=…} → array of DecorativeResult
LuaScriptArea::get_resource_counts() → dictionary string → uint
ONLY eventually LuaScriptArea::clone_script_area{destination_area=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…}
LuaScriptArea::clone_brush{destination_offset=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, manual_collision_mode=…}
Greetz,
Luzifer