An abstract base class for behaviors that support switching the entity on or off based on some condition.
disabled | :: R boolean | If the entity is currently disabled because of the control behavior. |
If the entity is currently disabled because of the control behavior. | ||
circuit_enable_disable new | :: RW boolean |
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circuit_condition | :: RW CircuitConditionDefinition | The circuit condition. [...] |
The circuit condition. [...] | ||
connect_to_logistic_network | :: RW boolean |
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logistic_condition | :: RW CircuitConditionDefinition | The logistic condition. [...] |
The logistic condition. [...] |
get_circuit_network(wire_connector_id) changed | → LuaCircuitNetwork? | |
type | :: R defines.control_behavior.type | The concrete type of this control behavior. |
The concrete type of this control behavior. | ||
entity | :: R LuaEntity | The entity this control behavior belongs to. |
The entity this control behavior belongs to. |
If the entity is currently disabled because of the control behavior.
true
if this entity enable/disable state is controlled by circuit condition
The circuit condition. Writing nil
clears the circuit condition.
-- Tell an entity to be active (for example a lamp to be lit) when it receives a
-- circuit signal of more than 4 chain signals.
a_behavior.circuit_condition = {condition={
comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}
}
true
if this should connect to the logistic network.
The logistic condition. Writing nil
clears the logistic condition.
-- Tell an entity to be active (for example a lamp to be lit) when the logistics
-- network it's connected to has more than four chain signals.
a_behavior.logistic_condition = {condition={
comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}
}