A single "square" on the map.
collides_with(layer) | → boolean |
What type of things can collide with this tile? |
What type of things can collide with this tile? |
||
to_be_deconstructed(force?) | → boolean |
Is this tile marked for deconstruction? |
Is this tile marked for deconstruction? |
||
order_deconstruction(force, player?) | → LuaEntity? |
Orders deconstruction of this tile by the given force. |
Orders deconstruction of this tile by the given force. |
||
cancel_deconstruction(force, player?) |
Cancels deconstruction if it is scheduled, does nothing otherwise. |
|
Cancels deconstruction if it is scheduled, does nothing otherwise. |
||
has_tile_ghost(force?) | → boolean |
Does this tile have any tile ghosts on it. |
Does this tile have any tile ghosts on it. |
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get_tile_ghosts(force?) | → array[LuaTile] |
Gets all tile ghosts on this tile. |
Gets all tile ghosts on this tile. |
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help() | → string |
All methods and properties that this object supports. |
All methods and properties that this object supports. |
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name [R] | :: string |
Prototype name of this tile. |
Prototype name of this tile. |
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prototype [R] | :: LuaTilePrototype |
|
position [R] | :: TilePosition |
The position this tile references. |
The position this tile references. |
||
hidden_tile [R] | :: string? |
The name of the LuaTilePrototype hidden under this tile, if any. |
The name of the LuaTilePrototype hidden under this tile, if any. |
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surface [R] | :: LuaSurface |
The surface this tile is on. |
The surface this tile is on. |
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valid [R] | :: boolean |
Is this object valid? |
Is this object valid? |
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object_name [R] | :: string |
The class name of this object. |
The class name of this object. |
What type of things can collide with this tile?
layer | :: CollisionMaskLayer |
|
Check if the character would collide with a tile
|
Is this tile marked for deconstruction?
force | :: ForceIdentification? |
The force who did the deconstruction order. |
The force who did the deconstruction order. |
Orders deconstruction of this tile by the given force.
force | :: ForceIdentification |
The force whose robots are supposed to do the deconstruction. |
The force whose robots are supposed to do the deconstruction. |
||
player | :: PlayerIdentification? |
The player to set the last_user to if any. |
The player to set the last_user to if any. |
→ LuaEntity? |
The deconstructible tile proxy created, if any. |
on_marked_for_deconstruction? instantly |
Raised if the tile was successfully marked for deconstruction. |
Cancels deconstruction if it is scheduled, does nothing otherwise.
force | :: ForceIdentification |
The force who did the deconstruction order. |
The force who did the deconstruction order. |
||
player | :: PlayerIdentification? |
The player to set the last_user to if any. |
The player to set the last_user to if any. |
on_cancelled_deconstruction? instantly |
Raised if the tile's deconstruction was successfully cancelled. |
Does this tile have any tile ghosts on it.
force | :: ForceIdentification? |
Check for tile ghosts of this force. |
Check for tile ghosts of this force. |
Gets all tile ghosts on this tile.
force | :: ForceIdentification? |
Get tile ghosts of this force. |
Get tile ghosts of this force. |
All methods and properties that this object supports.
Prototype name of this tile. E.g. "sand-3"
or "grass-2"
.
The position this tile references.
The surface this tile is on.
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.
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.