Control behavior for selector combinators.
parameters | :: RW SelectorCombinatorParameters | The selector combinator parameters. [...] |
The selector combinator parameters. [...] | ||
valid | :: R boolean | Is this object valid? [...] |
Is this object valid? [...] | ||
object_name | :: R string | The class name of this object. [...] |
The class name of this object. [...] |
get_signal_last_tick(signal) | → int? | Gets the value of a specific signal sent by this combinator behavior last tick or |
Gets the value of a specific signal sent by this combinator behavior last tick or | ||
signals_last_tick | :: R array[Signal] | The circuit network signals sent by this combinator last tick. |
The circuit network signals sent by this combinator last tick. |
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. |
The selector combinator parameters. parameters
may be nil
in order to clear the parameters.
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.