Entity.Entity
Tools for working with entities.
@usage local Entity = require('kry_stdlib/stdlib/entity/entity')
Methods13
function Entity.has(entity: LuaEntity, field_name: string) -> boolean
Tests whether an entity has access to a given field.
entityLuaEntitythe entity to test the access to a field
field_namestringthe field name
- boolean
true if the entity has access to the field, false if the entity threw an exception when trying to access the field
function Entity.get_data(entity: LuaEntity) -> any
Gets the user data that is associated with an entity. The user data is stored in the storage object and it persists between loads.
The user data will be removed from an entity when the entity becomes invalid.
entityLuaEntitythe entity to look up
- any
the user data, or nil if no data exists for the entity
function Entity.set_data(entity: LuaEntity, data: any) -> any
Associates the user data to an entity. The user data will be stored in the storage object and it will persist between loads.
The user data will be removed from an entity when the entity becomes invalid.
entityLuaEntitythe entity with which to associate the user data
dataanythe data to set, or nil to delete the data associated with the entity
- any
the previous data associated with the entity, or nil if the entity had no previous data
function Entity.set_frozen(entity: LuaEntity, mode: nil | boolean) -> the LuaEntity
Freezes an entity by disabling it by script and making it inoperable and non-rotatable.
entityLuaEntitythe entity to freeze or unfreeze
modenil | boolean[opt=true] if true, freezes the entity, if false, unfreezes the entity. If not specified, it is set to true
theLuaEntityentity that has been frozen or unfrozen
function Entity.set_indestructible(entity: LuaEntity, mode: nil | boolean) -> the LuaEntity
Makes an entity indestructible so that it cannot be damaged or mined neither by the player nor by their enemy factions.
entityLuaEntitythe entity to make indestructable
modenil | boolean[opt=true] if true, makes the entity indestructible, if false, makes the entity destructable
theLuaEntityentity that has been made indestructable or destructable
function Entity._are_equal(entity_a: LuaEntity, entity_b: LuaEntity) -> boolean
Tests if two entities are equal. If they don't have a reference equality and *entity_a has **equals* function, it will be called with entity_b** as its first argument.
function Entity.find_resources(entity, all) -> any
function Entity.is_damaged(entity) -> boolean
function Entity.damaged(entity) -> boolean
function Entity.is_circuit_connected(entity) -> any
function Entity.count_circuit_connections(entity) -> integer
function Entity.has_fluidbox(entity) -> boolean
function Entity.can_deconstruct(entity) -> boolean
Fields2
Entity.__class: string = "Entity"
Entity.__index : unknown