LuaEquipmentGrid
An equipment grid is for example the inside of a power armor.
LuaEquipmentGrid
Remove an equipment from the grid.
Clear all equipment from the grid, removing it without actually returning it.
Insert an equipment into the grid.
Find equipment in the Equipment Grid based off a position.
Get counts of all equipment in this grid.
Find equipment by name.
All the equipment in this grid.
Total energy per tick generated by the equipment inside this grid.
Maximum energy per tick that can be created by any solar panels in the equipment grid.
The total energy stored in all batteries in the equipment grid.
Total energy storage capacity of all batteries in the equipment grid.
The maximum amount of shields this equipment grid has.
True if this movement bonus equipment is turned off, otherwise false.
The class name of this object.
take{position?=…,
equipment?=…,
by_player?=…}
→
SimpleItemStack?
Remove an equipment from the grid.
Take the equipment that contains this position in the grid.
Take this exact equipment.
If provided the action is done 'as' this player and on_player_removed_equipment is triggered.
The removed equipment, or nil
if no equipment was removed.
take_all(by_player?)
→
dictionary[string → uint]
Remove all equipment from the grid.
If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.
clear(by_player?)
Clear all equipment from the grid, removing it without actually returning it.
If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.
put{name=…,
position?=…,
by_player?=…}
→
LuaEquipment?
Insert an equipment into the grid.
Equipment prototype name
Grid position to put the equipment in.
If provided the action is done 'as' this player and on_player_placed_equipment is triggered.
The newly-added equipment, or nil
if the equipment could not be added.
can_move{equipment=…,
position=…}
→
boolean
Check whether moving an equipment would succeed.
The equipment to move
Where to put it
move{equipment=…,
position=…}
→
boolean
Move an equipment within this grid.
The equipment to move
Where to put it
true
if the equipment was successfully moved.
get(position)
→
LuaEquipment?
Find equipment in the Equipment Grid based off a position.
The position
The found equipment, or nil
if equipment could not be found at the given position.
find(equipment)
→
LuaEquipment?
Find equipment by name.
Prototype name of the equipment to find.
The first found equipment, or nil
if equipment could not be found.
count(equipment?)
→
uint
Get the number of all or some equipment in this grid.
Prototype name of the equipment to count. If not specified, count all equipment.
help()
→
string
All methods and properties that this object supports.
prototype
:: LuaEquipmentGridPrototype
[Read]
width
:: uint
[Read]
Width of the equipment grid.
height
:: uint
[Read]
Height of the equipment grid.
equipment
:: array[LuaEquipment]
[Read]
All the equipment in this grid.
generator_energy
:: double
[Read]
Total energy per tick generated by the equipment inside this grid.
max_solar_energy
:: double
[Read]
Maximum energy per tick that can be created by any solar panels in the equipment grid. Actual generated energy varies depending on the daylight levels.
available_in_batteries
:: double
[Read]
The total energy stored in all batteries in the equipment grid.
battery_capacity
:: double
[Read]
Total energy storage capacity of all batteries in the equipment grid.
shield
:: float
[Read]
The amount of shields this equipment grid has.
max_shield
:: float
[Read]
The maximum amount of shields this equipment grid has.
inhibit_movement_bonus
:: boolean
[Read/Write]
True if this movement bonus equipment is turned off, otherwise false.
unique_id
:: uint
[Read]
Unique identifier of this equipment grid.
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.