Types/SimulationDefinition: Difference between revisions
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game.activate_rail_planner{position=position,ghost_mode=bool} | game.activate_rail_planner{position=position,ghost_mode=bool} | ||
game.deactivate_rail_planner() | game.deactivate_rail_planner() | ||
game.move_cursor{position=position,speed=number} | game.move_cursor{position=position,speed=number} --[[should be called every tick. Returns true when target is reached]] | ||
game.activate_selection() | game.activate_selection() | ||
game.finish_selection() | game.finish_selection() |
Revision as of 14:18, 19 October 2022
Used by Prototype/TipsAndTricksItem and by main menu simulations (Prototype/UtilityConstants#main_menu_simulations).
Optional properties
save
Type: Types/FileName
The save file that is used for this simulation. If not given and generate_map
is true, a map gets generated by the game.
init_file
Type: Types/FileName
This code is run as a (silent) console command inside the simulation when it is first initialized. Since this is run as a console command, the restrictions of console commands apply, e.g. require
is not available[1].
init
Type: Types/string
Default: ""
Only loaded if init_file
is not present.
This code is run as a (silent) console command inside the simulation when it is first initialized. Since this is run as a console command, the restrictions of console commands apply, e.g. require
is not available[2].
update_file
Type: Types/FileName
This code is run as a (silent) console command inside the simulation every time the simulation is updated. Since this is run as a console command, the restrictions of console commands apply, e.g. require
is not available[3].
update
Type: Types/string
Default: ""
Only loaded if update_file
is not present.
This code is run as a (silent) console command inside the simulation every time the simulation is updated. Since this is run as a console command, the restrictions of console commands apply, e.g. require
is not available[4].
init_update_count
Type: Types/uint32
Default: 0
Amount of ticks that this simulation should run for before the simulation is shown to the player. These updates happen after init/init_file has been run and at the highest possible rate (> 60 UPS).
length
Type: Types/uint32
Default: 0
How long this simulation takes. In the main menu simulations, another simulation will start after this simulation ends.
generate_map
Type: Types/bool
Default: false
If save
is not given and this is true, a map gets generated by the game for use in the simulation.
checkboard
Type: Types/bool
Default: true
If this is true, the map of the simulation is set to be a lab-tile checkerboard in the area of {{-20, -15},{20, 15}} when the scenario is first initialized (before init/init_file run).
volume_modifier
Type: Types/float
Multiplier for the simulation volume set by the player in the sound settings.
override_volume
Type: Types/bool
If true, overrides the simulation volume set by the player in the sound settings, simply setting the volume modifier to 1.
Addition API
Simulation-only APIs:
game.create_test_player{name=string}
game.activate_rail_planner{position=position,ghost_mode=bool}
game.deactivate_rail_planner()
game.move_cursor{position=position,speed=number} --[[should be called every tick. Returns true when target is reached]]
game.activate_selection()
game.finish_selection()
game.deactivate_selection()
game.scroll_clipboard_forwards()
game.scroll_clipboard_backwards()
game.camera_player_cursor_position [RW]
game.camera_position [RW]
game.camera_zoom [W]
game.camera_player [W]
game.camera_player_cursor_direction [W]
game.camera_alt_info [W]
game.smart_belt_building [W]
player.drag_start_position [W]
player.raw_build_from_cursor{ghost_mode=bool,created_by_moving=bool,position=position}
surface.create_entities_from_blueprint_string{string=string,position=position,force=force,direction=defines.direction,flip_horizonal=bool,flip_vertical=bool,by_player=player}