Difference between revisions of "Lua API:Elements"
m (Lua category) |
(change a few things to make it easier to understand, add in a list of the properties you can set) |
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− | The Elements API Methods and constants for modifying and creating elements. | + | The Elements API Methods and constants for modifying and creating elements. If you want to add an update function of graphics function, see the Legacy API, specifically the functions tpt.element_func and tpt.graphics_func |
== Methods == | == Methods == | ||
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=== elements.allocate === | === elements.allocate === | ||
number elements.allocate(string group, string name) | number elements.allocate(string group, string name) | ||
− | + | Use this function to create a new element. This function will return the id of your element, and create a unique identifier that can be used to modify the properties later. The identifier is in the form GROUP_PT_NAME, where group is the name of the mod or script (or just anything unique, like your username), and name is the name of the element. For example, elements.allocate("mymod", "virus") would create the identifier MYMOD_PT_VIRUS. | |
+ | |||
+ | The identifier is added as a constant in the elements table, so elements.MYMOD_PT_VIRUS would be equivalent to the new element's id, and can be used as the elementID argument to any of the functions below. | ||
+ | |||
+ | The new element is created with all the default properties, and won't be visible until you modify it to show up in the menu. | ||
=== elements.free === | === elements.free === | ||
nil elements.free(number elementID) | nil elements.free(number elementID) | ||
− | Free a previously allocated element | + | Free a previously allocated element, so it will disappear from the game. The element id will be freed and can used later by another script. elementID must be a non-default element (i.e you cannot free the default WATR element) |
=== elements.loadDefault === | === elements.loadDefault === | ||
nil elements.loadDefault() | nil elements.loadDefault() | ||
− | Resets all elements to the original state | + | Resets all elements to the original state. This will also erase any elements created with any scripts, only the default elements will be available. |
nil elements.loadDefault(number elementID) | nil elements.loadDefault(number elementID) | ||
− | Reset an element to its original state before | + | Reset an element to its original state before it was modified |
=== elements.element === | === elements.element === | ||
table elements.element(number elementID) | table elements.element(number elementID) | ||
− | Returns a table | + | Returns a table containing all of an element's properties (Name, Description, etc) |
nil elements.element(number elementID, table properties) | nil elements.element(number elementID, table properties) | ||
− | + | Sets the properties from the given table onto the element. | |
These two functions are useful for copying or templating from already present elements, for example | These two functions are useful for copying or templating from already present elements, for example | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local myNewElement = elements.allocate("wiki", "expl") | local myNewElement = elements.allocate("wiki", "expl") | ||
− | elements.element(elements.WIKI_PT_EXPL, elements.element(elements. | + | elements.element(elements.WIKI_PT_EXPL, elements.element(elements.DEFAULT_PT_PLEX)) |
elements.property(elements.WIKI_PT_EXPL, "Name", "EXPL") | elements.property(elements.WIKI_PT_EXPL, "Name", "EXPL") | ||
elements.property(elements.WIKI_PT_EXPL, "Description", "This is an example element from the Wiki") | elements.property(elements.WIKI_PT_EXPL, "Description", "This is an example element from the Wiki") | ||
Line 40: | Line 44: | ||
nil elements.property(number elementID, string property, object value) | nil elements.property(number elementID, string property, object value) | ||
Sets the value of an element property | Sets the value of an element property | ||
+ | |||
+ | == Properties == | ||
+ | After creating an element, you can modify any of these properties. Be sure to set Name, Description, and MenuVisible at least. | ||
+ | |||
+ | ; Name | ||
+ | ; Colour | ||
+ | ; Color | ||
+ | These two are the same thing, just use whichever one you like | ||
+ | ; MenuVisible | ||
+ | Set this to 1 so the element shows up | ||
+ | ; MenuSection | ||
+ | Set this to one of the menusection constants listed below | ||
+ | ; Advection | ||
+ | ; AirDrag | ||
+ | ; AirLoss | ||
+ | ; Loss | ||
+ | ; Collision | ||
+ | ; Gravity | ||
+ | ; Diffusion | ||
+ | ; HotAir | ||
+ | ; Falldown | ||
+ | 0 = solid, gas, or energy particle, 1 = powder, 2 = liquid | ||
+ | ; Flammable | ||
+ | ; Explosive | ||
+ | 0 = does not explode, 1 = when touching fire, 2 = when touching fire or when pressure > 2.5 | ||
+ | ; Meltable | ||
+ | ; Hardness | ||
+ | ; Weight | ||
+ | ; Temperature | ||
+ | starting temperature, in Kelvin | ||
+ | ; HeatConduct | ||
+ | ; Description | ||
+ | ; State | ||
+ | Use the state constants listed below | ||
+ | ; Properties | ||
+ | See the property constants listed below. You can set multiple of these, just add them together with + or use the bit api to do this. | ||
+ | ; LowPressure | ||
+ | ; LowPressureTransition | ||
+ | ; HighPressure | ||
+ | ; HighPressureTransition | ||
+ | ; LowTemperature | ||
+ | ; LowTemperatureTransition | ||
+ | ; HighTemperature | ||
+ | ; HighTemperatureTransition | ||
+ | ; Update | ||
+ | ; Graphics | ||
+ | These last two can be used to set the update functions or graphics functions. Use a function as the value of the property to set. They are not included in the tables created with elements.element, and the functions can't be returned with element.property either. This means copying all of an elements properties using element.element will not set these for the new element. | ||
== Constants == | == Constants == | ||
+ | Any of these constants can be accessed with elements.<constant name here> | ||
=== Element identifiers === | === Element identifiers === | ||
− | All of the default element identifiers are prefixed with <code>DEFAUL_PT_</code>, for example, the identifier for WATR is <code>DEFAULT_PT_WATR</code>. Do not assume all elements identifiers are the same as their names, TNT has the identifier BANG, for example | + | All of the default element identifiers are prefixed with <code>DEFAUL_PT_</code>, for example, the identifier for WATR is <code>DEFAULT_PT_WATR</code>. Do not assume all elements identifiers are the same as their names, TNT has the identifier BANG, for example. To find an elements identifier, you can check the source file for any given element in <tt>src/simulation/elements/</tt> |
− | === | + | === States === |
There are just 3 constants for element state (Used in the "State" property of elements) | There are just 3 constants for element state (Used in the "State" property of elements) | ||
; ST_NONE | ; ST_NONE | ||
Line 53: | Line 105: | ||
; ST_LIQUID | ; ST_LIQUID | ||
; ST_GAS | ; ST_GAS | ||
− | These values do not alter the physical properties of elements, but instead are used internally for identification | + | These values do not alter the physical properties of elements, but instead are used internally for identification. Powders use the solid state. |
− | === | + | === Types === |
− | These are used in the element "Properties" property and can alter some | + | These are used in the element "Properties" property and can alter some behavior (such as interaction with portals, walls, etc) |
; TYPE_PART | ; TYPE_PART | ||
: Describes particulate elements such as powders | : Describes particulate elements such as powders | ||
Line 68: | Line 120: | ||
=== Properties === | === Properties === | ||
; PROP_CONDUCTS | ; PROP_CONDUCTS | ||
− | : | + | : Allows an element to automatically conduct SPRK, requires PROP_LIFE_DEC |
; PROP_BLACK | ; PROP_BLACK | ||
− | : Elements with this property absorb photons of any | + | : Elements with this property absorb photons of any color |
; PROP_NEUTPENETRATE | ; PROP_NEUTPENETRATE | ||
− | : Elements with this property allow neutrons to | + | : Elements with this property allow neutrons to go through it |
; PROP_NEUTABSORB | ; PROP_NEUTABSORB | ||
: Element will absorb neutrons | : Element will absorb neutrons | ||
; PROP_NEUTPASS | ; PROP_NEUTPASS | ||
− | : Element can be displaced by neutrons (observe | + | : Element can be displaced by neutrons (observe behavior of wood with neutrons to see) |
; PROP_DEADLY | ; PROP_DEADLY | ||
: Element will kill stickmen and fighters | : Element will kill stickmen and fighters | ||
Line 90: | Line 142: | ||
: Particles will be destroyed when the "life" property is less than or equal to zero | : Particles will be destroyed when the "life" property is less than or equal to zero | ||
; PROP_LIFE_KILL_DEC | ; PROP_LIFE_KILL_DEC | ||
− | : When used with PROP_LIFE_DEC, particles will be destroyed when the "life" property is decremented to 0 | + | : When used with PROP_LIFE_DEC, particles will be destroyed when the "life" property is decremented to 0. If already at 0 it will be fine. |
; PROP_SPARKSETTLE | ; PROP_SPARKSETTLE | ||
: Allows sparks/embers to contact without being destroyed | : Allows sparks/embers to contact without being destroyed | ||
Line 101: | Line 153: | ||
; SC_ELEC | ; SC_ELEC | ||
; SC_POWERED | ; SC_POWERED | ||
+ | ; SC_SENSOR | ||
; SC_FORCE | ; SC_FORCE | ||
; SC_EXPLOSIVE | ; SC_EXPLOSIVE | ||
Line 112: | Line 165: | ||
; SC_TOOL | ; SC_TOOL | ||
; SC_DECO | ; SC_DECO | ||
− | SC_CRACKER and SC_CRACKER2 are not accessible from lua or in the game, but have id numbers of | + | SC_CRACKER and SC_CRACKER2 are not accessible from lua or in the game, but have id numbers of 15 and 16 |
[[Category:Lua]] | [[Category:Lua]] |
Revision as of 01:53, 5 March 2013
The Elements API Methods and constants for modifying and creating elements. If you want to add an update function of graphics function, see the Legacy API, specifically the functions tpt.element_func and tpt.graphics_func
Contents
Methods
elements.allocate
number elements.allocate(string group, string name)
Use this function to create a new element. This function will return the id of your element, and create a unique identifier that can be used to modify the properties later. The identifier is in the form GROUP_PT_NAME, where group is the name of the mod or script (or just anything unique, like your username), and name is the name of the element. For example, elements.allocate("mymod", "virus") would create the identifier MYMOD_PT_VIRUS.
The identifier is added as a constant in the elements table, so elements.MYMOD_PT_VIRUS would be equivalent to the new element's id, and can be used as the elementID argument to any of the functions below.
The new element is created with all the default properties, and won't be visible until you modify it to show up in the menu.
elements.free
nil elements.free(number elementID)
Free a previously allocated element, so it will disappear from the game. The element id will be freed and can used later by another script. elementID must be a non-default element (i.e you cannot free the default WATR element)
elements.loadDefault
nil elements.loadDefault()
Resets all elements to the original state. This will also erase any elements created with any scripts, only the default elements will be available.
nil elements.loadDefault(number elementID)
Reset an element to its original state before it was modified
elements.element
table elements.element(number elementID)
Returns a table containing all of an element's properties (Name, Description, etc)
nil elements.element(number elementID, table properties)
Sets the properties from the given table onto the element.
These two functions are useful for copying or templating from already present elements, for example
local myNewElement = elements.allocate("wiki", "expl")
elements.element(elements.WIKI_PT_EXPL, elements.element(elements.DEFAULT_PT_PLEX))
elements.property(elements.WIKI_PT_EXPL, "Name", "EXPL")
elements.property(elements.WIKI_PT_EXPL, "Description", "This is an example element from the Wiki")
In this example, the element properties for our new element (EXPL) are copied from WATR
elements.property
object elements.property(number elementID, string property)
Gets the value of an element property
nil elements.property(number elementID, string property, object value)
Sets the value of an element property
Properties
After creating an element, you can modify any of these properties. Be sure to set Name, Description, and MenuVisible at least.
- Name
- Colour
- Color
These two are the same thing, just use whichever one you like
- MenuVisible
Set this to 1 so the element shows up
- MenuSection
Set this to one of the menusection constants listed below
- Advection
- AirDrag
- AirLoss
- Loss
- Collision
- Gravity
- Diffusion
- HotAir
- Falldown
0 = solid, gas, or energy particle, 1 = powder, 2 = liquid
- Flammable
- Explosive
0 = does not explode, 1 = when touching fire, 2 = when touching fire or when pressure > 2.5
- Meltable
- Hardness
- Weight
- Temperature
starting temperature, in Kelvin
- HeatConduct
- Description
- State
Use the state constants listed below
- Properties
See the property constants listed below. You can set multiple of these, just add them together with + or use the bit api to do this.
- LowPressure
- LowPressureTransition
- HighPressure
- HighPressureTransition
- LowTemperature
- LowTemperatureTransition
- HighTemperature
- HighTemperatureTransition
- Update
- Graphics
These last two can be used to set the update functions or graphics functions. Use a function as the value of the property to set. They are not included in the tables created with elements.element, and the functions can't be returned with element.property either. This means copying all of an elements properties using element.element will not set these for the new element.
Constants
Any of these constants can be accessed with elements.<constant name here>
Element identifiers
All of the default element identifiers are prefixed with DEFAUL_PT_
, for example, the identifier for WATR is DEFAULT_PT_WATR
. Do not assume all elements identifiers are the same as their names, TNT has the identifier BANG, for example. To find an elements identifier, you can check the source file for any given element in src/simulation/elements/
States
There are just 3 constants for element state (Used in the "State" property of elements)
- ST_NONE
- Used by some "unusual" elements such as Photons
- ST_SOLID
- ST_LIQUID
- ST_GAS
These values do not alter the physical properties of elements, but instead are used internally for identification. Powders use the solid state.
Types
These are used in the element "Properties" property and can alter some behavior (such as interaction with portals, walls, etc)
- TYPE_PART
- Describes particulate elements such as powders
- TYPE_LIQUID
- TYPE_GAS
- TYPE_SOLID
- TYPE_ENERGY
- Energy type particles may pass through others and won't create black holes when stacked.
These values do not alter the physical properties of elements, but instead are used internally for identification
Properties
- PROP_CONDUCTS
- Allows an element to automatically conduct SPRK, requires PROP_LIFE_DEC
- PROP_BLACK
- Elements with this property absorb photons of any color
- PROP_NEUTPENETRATE
- Elements with this property allow neutrons to go through it
- PROP_NEUTABSORB
- Element will absorb neutrons
- PROP_NEUTPASS
- Element can be displaced by neutrons (observe behavior of wood with neutrons to see)
- PROP_DEADLY
- Element will kill stickmen and fighters
- PROP_HOT_GLOW
- Element will glow red when it approaches it's melting point.
- PROP_LIFE
- Unused
- PROP_RADIOACTIVE
- Unused
- PROP_LIFE_DEC
- The "life" property of particles will be reduced by 1 every frame
- PROP_LIFE_KILL
- Particles will be destroyed when the "life" property is less than or equal to zero
- PROP_LIFE_KILL_DEC
- When used with PROP_LIFE_DEC, particles will be destroyed when the "life" property is decremented to 0. If already at 0 it will be fine.
- PROP_SPARKSETTLE
- Allows sparks/embers to contact without being destroyed
- PROP_NOAMBHEAT
- Prevents particles from exchanging heat with the air when ambient heat is enabled.
Menu sections
These are used for the menusection property
- SC_WALL
- SC_ELEC
- SC_POWERED
- SC_SENSOR
- SC_FORCE
- SC_EXPLOSIVE
- SC_GAS
- SC_LIQUID
- SC_POWDERS
- SC_SOLIDS
- SC_NUCLEAR
- SC_SPECIAL
- SC_LIFE
- SC_TOOL
- SC_DECO
SC_CRACKER and SC_CRACKER2 are not accessible from lua or in the game, but have id numbers of 15 and 16