get_inventory(inventory) → LuaInventory | Get an inventory belonging to this entity. |
get_main_inventory() → LuaInventory | Gets the main inventory for this character or player if this is a character or player. |
can_insert(items) → boolean | Can at least some items be inserted? |
insert(items) → uint | Insert items into this entity. |
set_gui_arrow{type=…} | Create an arrow which points at this entity. |
clear_gui_arrow() | Removes the arrow created by set_gui_arrow . |
get_item_count(item) → uint | Get the number of all or some items in this entity. |
has_items_inside() → boolean | Does this entity have any item inside it? |
can_reach_entity(entity) → boolean | Can a given entity be opened or accessed? |
clear_items_inside() | Remove all items from this entity. |
remove_item(items) → uint | Remove items from this entity. |
teleport(position, surface) → boolean | Teleport the entity to a given position, possibly on another surface. |
update_selected_entity(position) | Select an entity, as if by hovering the mouse above it. |
clear_selected_entity() | Unselect any selected entity. |
disable_flashlight() | Disable the flashlight. |
enable_flashlight() | Enable the flashlight. |
get_craftable_count(recipe) → uint | Gets the count of the given recipe that can be crafted. |
begin_crafting{count=…, recipe=…, silent=…} → uint | Begins crafting the given count of the given recipe |
cancel_crafting(options) | Cancels crafting the given count of the given crafting queue index |
mine_entity(entity, force) → boolean | Mines the given entity as if this player (or character) mined it. |
mine_tile(tile) → boolean | Mines the given tile as if this player (or character) mined it. |
is_player() → boolean | When true control adapter is a LuaPlayer object, false for entities including characters with players
|
open_technology_gui(technology) | Open the technology GUI and select a given technology. |
surface :: LuaSurface [R] | The surface this entity is currently on. |
position :: Position [R] | Current position of the entity. |
vehicle :: LuaEntity [R] | The vehicle the player is currently sitting in; nil if none. |
force :: ForceSpecification [RW] | The force of this entity. |
selected :: LuaEntity [RW] | The currently selected entity; nil if none. |
opened :: LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or defines.gui_type [RW] | The GUI target the player currently has open; nil if none. |
crafting_queue_size :: uint [R] | Size of the crafting queue. |
walking_state :: table [RW] | Current walking state. |
riding_state :: RidingState [RW] | Current riding state of this car or the vehicle this player is riding in. |
mining_state :: table [RW] | Current mining state. |
shooting_state :: table [RW] | Current shooting state. |
picking_state :: boolean [RW] | Current item-picking state. |
repair_state :: table [RW] | Current repair state. |
cursor_stack :: LuaItemStack [R] | The player's cursor stack. |
cursor_ghost :: ItemPrototypeSpecification [RW] | The ghost prototype in the player's cursor. |
driving :: boolean [RW] | true if the player is in a vehicle. |
crafting_queue :: array of CraftingQueueItem [R] | Gets the current crafting queue items. |
following_robots :: array of LuaEntity [R] | The current combat robots following the character |
cheat_mode :: boolean [RW] | When true hand crafting is free and instant
|
character_crafting_speed_modifier :: double [RW] | |
character_mining_speed_modifier :: double [RW] | |
character_additional_mining_categories :: array of string [RW] | |
character_running_speed_modifier :: double [RW] | |
character_build_distance_bonus :: uint [RW] | |
character_item_drop_distance_bonus :: uint [RW] | |
character_reach_distance_bonus :: uint [RW] | |
character_resource_reach_distance_bonus :: uint [RW] | |
character_item_pickup_distance_bonus :: uint [RW] | |
character_loot_pickup_distance_bonus :: uint [RW] | |
character_inventory_slots_bonus :: uint [RW] | |
character_logistic_slot_count_bonus :: uint [RW] | |
character_trash_slot_count_bonus :: uint [RW] | |
character_maximum_following_robot_count_bonus :: uint [RW] | |
character_health_bonus :: float [RW] | |
auto_trash_filters :: dictionary string → uint [RW] | The auto-trash filters. |
opened_gui_type :: defines.gui_type [R] | Returns the defines.gui_type or nil . |
build_distance :: uint [R] | The build distance of this character or max uint when not a character or player connected to a character. |
drop_item_distance :: uint [R] | The item drop distance of this character or max uint when not a character or player connected to a character. |
reach_distance :: uint [R] | The reach distance of this character or max uint when not a character or player connected to a character. |
item_pickup_distance :: double [R] | The item pickup distance of this character or max double when not a character or player connected to a character. |
loot_pickup_distance :: double [R] | The loot pickup distance of this character or max double when not a character or player connected to a character. |
resource_reach_distance :: double [R] | The resource reach distance of this character or max double when not a character or player connected to a character. |
in_combat :: boolean [R] | If this character entity is in combat. |
character_running_speed :: double [R] | Gets the current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting. |
This is an abstract base class containing the common functionality between LuaPlayer and character entities (see LuaEntity). When accessing these members through a LuaEntity, it must refer to a character entity.
Get an inventory belonging to this entity. This can be either the "main" inventory or some auxiliary one, like the module slots or logistic trash slots.
nil
if this entity doesn't have an inventory with the given index.Gets the main inventory for this character or player if this is a character or player.
nil
if this entity is not a character or player.Can at least some items be inserted?
true
if at least a part of the given items could be inserted into this inventory.Insert items into this entity. This works the same way as inserters or shift-clicking: the "best" inventory is chosen automatically.
Create an arrow which points at this entity. This is used in the tutorial. For examples, see control.lua
in the campaign missions.
"nowhere"
, "goal"
, "entity_info"
, "active_window"
, "entity"
, "position"
,
"crafting_queue"
, or "item_stack"
.type
-specific parameters Removes the arrow created by set_gui_arrow
.
Get the number of all or some items in this entity.
Does this entity have any item inside it?
Remove all items from this entity.
Remove items from this entity.
Teleport the entity to a given position, possibly on another surface.
true
when the entity was successfully teleported.false
when used on any such entity.'teleport(0, 1)'
to move the entity 1 tile positive y.
'teleport(4)'
to move the entity 4 tiles to the positive x.Select an entity, as if by hovering the mouse above it.
Unselect any selected entity.
Disable the flashlight.
Enable the flashlight.
Begins crafting the given count of the given recipe
Mines the given tile as if this player (or character) mined it.
When true
control adapter is a LuaPlayer object, false
for entities including characters with players
Open the technology GUI and select a given technology.
The surface this entity is currently on.
Current position of the entity.
The vehicle the player is currently sitting in; nil
if none.
The currently selected entity; nil
if none. Assigning an entity will select it if selectable otherwise clears selection.
The GUI target the player currently has open; nil
if none.
Size of the crafting queue.
Current walking state.
It is a table with two fields:
false
, the player is currently not walking; otherwise it's going somewhere
game.player.walking_state = {walking = true, direction = defines.direction.north}
Current riding state of this car or the vehicle this player is riding in.
Current mining state.
It is a table with two fields:
Current shooting state.
It is a table with two fields:
Current item-picking state.
The player's cursor stack.
The ghost prototype in the player's cursor.
true
if the player is in a vehicle. Writing to this attribute puts the player in or out of a
vehicle.
The current combat robots following the character
When true
hand crafting is free and instant
The auto-trash filters. The keys are item prototype names, the values are the slot values.
game.player.auto_trash_filters = {["iron-plate"] = 20, ["copper-cable"] = 42}
Returns the defines.gui_type or nil
.
The build distance of this character or max uint when not a character or player connected to a character.
The item drop distance of this character or max uint when not a character or player connected to a character.
The reach distance of this character or max uint when not a character or player connected to a character.
The item pickup distance of this character or max double when not a character or player connected to a character.
The loot pickup distance of this character or max double when not a character or player connected to a character.
The resource reach distance of this character or max double when not a character or player connected to a character.
If this character entity is in combat.
Gets the current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting.