Prototype/Entity: Difference between revisions
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* [[Prototype/Character]] - <code>{"player-layer", "train-layer", "consider-tile-transitions"}</code> | * [[Prototype/Character]] - <code>{"player-layer", "train-layer", "consider-tile-transitions"}</code> | ||
* [[Prototype/CharacterCorpse]] - no masks | * [[Prototype/CharacterCorpse]] - no masks | ||
* [[Prototype/Cliff]] - <code>{ "item-layer", "object-layer", "player-layer", "water-tile", "not-colliding-with-itself"}</code> | * [[Prototype/Cliff]] - <code>{ "item-layer", "object-layer", "player-layer", "water-tile", "not-colliding-with-itself"}</code> | ||
* [[Prototype/Corpse]] - no masks | * [[Prototype/Corpse]] - no masks |
Revision as of 02:02, 5 March 2019
Basics
This type is abstract and cannot be created directly.
The common properties of all entities in the game. Entity is basically everything that can be on the map (except tiles). For in game script access to entity, take a look at LuaEntity
Extensions
- Prototype/Arrow arrow
- Prototype/ArtilleryProjectile artillery-projectile
- Prototype/Beam beam
- Prototype/CharacterCorpse character-corpse
- Prototype/Cliff cliff
- Prototype/Corpse corpse
- Prototype/RailRemnants rail-remnants
- Prototype/DeconstructibleTileProxy deconstructible-tile-proxy
- Prototype/EntityGhost entity-ghost
- Prototype/EntityWithHealth <abstract>
- Prototype/Accumulator accumulator
- Prototype/ArtilleryTurret artillery-turret
- Prototype/Beacon beacon
- Prototype/Boiler boiler
- Prototype/Character player
- Prototype/Combinator <abstract>
- Prototype/ArithmeticCombinator arithmetic-combinator
- Prototype/DeciderCombinator decider-combinator
- Prototype/ConstantCombinator constant-combinator
- Prototype/Container container
- Prototype/LogisticContainer logistic-container
- Prototype/InfinityContainer infinity-container
- Prototype/LogisticContainer logistic-container
- Prototype/CraftingMachine <abstract>
- Prototype/AssemblingMachine assembling-machine
- Prototype/RocketSilo rocket-silo
- Prototype/Furnace furnace
- Prototype/AssemblingMachine assembling-machine
- Prototype/ElectricEnergyInterface electric-energy-interface
- Prototype/ElectricPole electric-pole
- Prototype/EnemySpawner unit-spawner
- Prototype/Fish fish
- Prototype/FlyingRobot <abstract>
- Prototype/CombatRobot combat-robot
- Prototype/RobotWithLogisticInterface <abstract>
- Prototype/ConstructionRobot construction-robot
- Prototype/LogisticRobot logistic-robot
- Prototype/Gate gate
- Prototype/Generator generator
- Prototype/HeatPipe heat-pipe
- Prototype/Inserter inserter
- Prototype/Lab lab
- Prototype/Lamp lamp
- Prototype/LandMine land-mine
- Prototype/Market market
- Prototype/MiningDrill mining-drill
- Prototype/OffshorePump offshore-pump
- Prototype/Pipe pipe
- Prototype/PipeToGround pipe-to-ground
- Prototype/PlayerPort player-port
- Prototype/PowerSwitch power-switch
- Prototype/ProgrammableSpeaker programmable-speaker
- Prototype/Pump pump
- Prototype/Radar radar
- Prototype/Rail <abstract>
- Prototype/CurvedRail curved-rail
- Prototype/StraightRail straight-rail
- Prototype/RailSignalBase <abstract>
- Prototype/RailChainSignal rail-chain-signal
- Prototype/RailSignal rail-signal
- Prototype/Reactor reactor
- Prototype/Roboport roboport
- Prototype/SimpleEntity simple-entity
- Prototype/SimpleEntityWithOwner simple-entity-with-owner
- Prototype/SimpleEntityWithForce simple-entity-with-force
- Prototype/SolarPanel solar-panel
- Prototype/StorageTank storage-tank
- Prototype/TrainStop train-stop
- Prototype/TransportBeltConnectable <abstract>
- Prototype/Loader loader
- Prototype/Splitter splitter
- Prototype/TransportBelt transport-belt
- Prototype/UndergroundBelt underground-belt
- Prototype/Tree tree
- Prototype/Turret turret
- Prototype/AmmoTurret ammo-turret
- Prototype/ElectricTurret electric-turret
- Prototype/FluidTurret fluid-turret
- Prototype/Unit unit
- Prototype/Vehicle <abstract>
- Prototype/Car car
- Prototype/RollingStock <abstract>
- Prototype/ArtilleryWagon artillery-wagon
- Prototype/CargoWagon cargo-wagon
- Prototype/FluidWagon fluid-wagon
- Prototype/Locomotive locomotive
- Prototype/Wall wall
- Prototype/Explosion explosion
- Prototype/FlameThrowerExplosion flame-thrower-explosion
- Prototype/FireFlame fire
- Prototype/FluidStream stream
- Prototype/FlyingText flying-text
- Prototype/ItemEntity item-entity
- Prototype/ItemRequestProxy item-request-proxy
- Prototype/LegacyDecorative decorative probably exists for migration
- Prototype/Particle particle
- Prototype/ArtilleryFlare artillery-flare
- Prototype/LeafParticle leaf-particle
- Prototype/ParticleSource particle-source
- Prototype/Projectile projectile
- Prototype/ResourceEntity resource
- Prototype/RocketSiloRocket rocket-silo-rocket
- Prototype/RocketSiloRocketShadow rocket-silo-rocket-shadow
- Prototype/Smoke <abstract>
- Prototype/SimpleSmoke smoke
- Prototype/SmokeWithTrigger smoke-with-trigger
- Prototype/Sticker sticker
- Prototype/TileGhost tile-ghost
Mandatory properties
Inherits all properties from Prototype.
order
- See Prototype#order
Inherited from Prototype. It is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.
icons, icon, icon_size (IconSpecification)
Type: Types/IconSpecification
An icon is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.
The icon will be used in the editor building selection and the bonus gui.
icon = "__base__/graphics/icons/wooden-chest.png"
Optional properties
collision_box
Type: Types/BoundingBox
Default: Empty={{0, 0}, {0, 0}} it means no collisions.
Specification of the entity collision boundaries.
Empty collision box is used for smoke, projectiles, particles, explosions etc.
collision_box = {{-0.4, -0.4}, {0.4, 0.4}}
The {0,0} coordinate in the collision box will match the entity position.
It should be near the center of the collision box, to keep correct entity drawing order. It must include the {0,0} coordinate.
Note, that for buildings, it is custom to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.
collision_mask
type: Types/CollisionMask
Default: {"item-layer", "object-layer", "player-layer", "water-tile"}
Two entities can collide only if they share a layer from the collision mask.
NOTE: Some entity types have their own default that differs from the above default. They are listed here:
- Prototype/Arrow - no masks
- Prototype/ArtilleryProjectile - no masks
- Prototype/Beam - no masks
- Prototype/Car -
{"player-layer", "train-layer", "consider-tile-transitions"}
- Prototype/Character -
{"player-layer", "train-layer", "consider-tile-transitions"}
- Prototype/CharacterCorpse - no masks
- Prototype/Cliff -
{ "item-layer", "object-layer", "player-layer", "water-tile", "not-colliding-with-itself"}
- Prototype/Corpse - no masks
- Prototype/DeconstructibleTileProxy -
{"ground-tile"}
- Prototype/EntityGhost -
{"ghost-layer"}
- Prototype/Explosion - no masks
- Prototype/FireFlame - no masks
- Prototype/Fish -
{"ground-tile", "colliding-with-tiles-only"}
- Prototype/FluidStream - no masks
- Prototype/FlyingRobot - no masks
- Prototype/FlyingText - no masks
- Prototype/Gate -
{"item-layer", "object-layer", "player-layer", "water-tile", "train-layer"}
- Prototype/HeatPipe -
{"object-layer", "floor-layer", "water-tile"}
- Prototype/ItemEntity -
{"item-layer"}
- Prototype/LandMine -
{"object-layer", "water-tile"}
- Prototype/LegacyDecorative -
{"doodad-layer", "not-colliding-with-itself")
- Prototype/HeatPipe -
{"object-layer", "item-layer", "water-tile"}
- Prototype/Particle - no masks
- Prototype/ParticleSource - no masks
- Prototype/PlayerPort -
{"object-layer", "floor-layer", "water-tile"}
- Prototype/Projectile - no masks
- Prototype/Rail -
{"item-layer", "object-layer", "floor-layer", "water-tile", "not-colliding-with-itself"}
- Prototype/RailSignalBase -
{"item-layer", "floor-layer"}
- Prototype/ResourceEntity -
{"resource-layer"}
- Prototype/RollingStock -
{"train-layer"}
- Prototype/Smoke - no masks
- Prototype/Splitter -
{"object-layer", "item-layer", "water-tile"}
- Prototype/Sticker - no masks
- Prototype/TileGhost -
{"ghost-layer"}
- Prototype/TransportBelt -
{"object-layer", "item-layer", "water-tile"}
- Prototype/UndergroundBelt -
{"object-layer", "item-layer", "water-tile"}
- Prototype/Unit -
{"player-layer", "train-layer"}
- Prototype/Vehicle -
{"player-layer", "train-layer"}
selection_box
Type: Types/BoundingBox
Default: Empty = {{0, 0}, {0, 0}}
Specification of the entity selection area. When empty the entity will have no selection area (and thus is not selectable).
selection_box = {{-0.5, -0.5}, {0.5, 0.5}}
The selection box is usualy a little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.
drawing_box
Type: Types/BoundingBox
Default: Empty = {{0, 0}, {0, 0}} (selection_box is used instead)
Specification of space needed to see the whole entity.
This is used to calculate the correct zoom and positioning in the entity info gui.
drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}
sticker_box
Type: Types/BoundingBox
Default: The value of collision box.
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. It is optional and the collision box is used when not specified.
sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}
flags
Type: Types/EntityPrototypeFlags
Default: nil
minable
Type: Types/MinableProperties
Default: {hardness = 0, minable = false, mining_time = 0}
subgroup
Type: Types/string
The name of the subgroup this entity should be sorted into in the map editor building selection.
allow_copy_paste
Type: Types/bool
Default: true
selectable_in_game
Type: Types/bool
Default: true
selection_priority
Type: Types/uint8
Default: 50
The entity with the higher number is selectable before the entity with the lower number.
emissions_per_tick
Type: Types/double
Default: 0
Amount of emissions created (positive number) or cleaned (negative number) every tick by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees.
emissions_per_tick = -0.0005 -- cleaning effect of big tree
shooting_cursor_size
Type: Types/double
The cursor size used when shooting at this entity.
created_smoke
Type: Types/CreateTrivialSmokeEffectItem
The smoke that is shown when the entity is placed. Default is using the "smoke-building" smoke.
autoplace
Type: Types/AutoplaceSpecification
Default: nil (entity is not autoplacable)
Used to specify the rules for placing this entity during map generation.
working_sound
Type: Types/WorkingSound
Default: nil
Will also work on entities that don't actually do work.
created_effect
Type: Types/Trigger
Default: nil
The effect/trigger that happens when the entity is placed.
build_sound
Type: Types/Sound
mined_sound
Type: Types/Sound
vehicle_impact_sound
Type: Types/Sound
open_sound
Type: Types/Sound
close_sound
Type: Types/Sound
build_base_evolution_requirement
Type: Types/double
Default: 0
alert_icon_shift
Type: Types/vector
alert_icon_scale
Type: Types/float
fast_replaceable_group
Type: Types/string
This allows you to replace an entity that's already placed, with a different one in your inventory. For example, replacing a burner drill with an electric drill.
The ones the game uses are:
"underground-belt" "loader" "splitter" "transport-belt" "assembling-machine" "container" "long-handed-inserter" "inserter" "wall" "rail-signal" "container" "pipe" "furnace" "steam-engine"
placeable_by
Type: Types/ItemToPlace or Types/table of Types/ItemToPlace
Item that when placed creates this entity.
remains_when_mined
Type: Types/string or Types/table of Types/string
The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.
additional_pastable_entities
Type: Types/string or Types/table of Types/string
Entities this entity prototype can be pasted on to in addition to the standard supported types. This is used to allow copying between types that aren't compatible on the C++ code side.
tile_width
Type: Types/uint32
Default: calculated by the collision box width rounded up.
Used to determine how the center of the entity should be positioned when building (unless the offgrid flag is specified). When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.
tile_height
Type: Types/uint32
Default: calculated by the collision box height rounded up.
map_color
Type: Types/Color
friendly_map_color
Type: Types/Color
enemy_map_color
Type: Types/Color
Example
{
type = "container",
name = "wooden-chest",
icon = "__base__/graphics/icons/wooden-chest.png",
flags = {"placeable-neutral", "player-creation"},
minable = {mining_time = 1, result = "wooden-chest"},
max_health = 100,
corpse = "small-remnants",
collision_box = {{-0.35, -0.35}, {0.35, 0.35}},
fast_replaceable_group = "container",
selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
inventory_size = 16,
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
vehicle_impact_sound = { filename = "__base__/sound/car-wood-impact.ogg", volume = 1.0 },
picture =
{
filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
priority = "extra-high",
width = 46,
height = 33,
shift = {0.25, 0.015625}
},
circuit_wire_connection_point =
{
shadow =
{
red = {0.734375, 0.453125},
green = {0.609375, 0.515625},
},
wire =
{
red = {0.40625, 0.21875},
green = {0.40625, 0.375},
}
},
circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),
circuit_wire_max_distance = 9
}