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LuaAchievementPrototype

Struct LuaAchievementPrototype 

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pub struct LuaAchievementPrototype;
Expand description

Prototype of a achievement.

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impl LuaAchievementPrototype

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pub fn custom_tooltip_fields(&self) -> Vec<CustomTooltipField>

Extra description items in the tooltip and Factoriopedia.

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pub fn factoriopedia_description(&self) -> &str

Provides additional description used in factoriopedia.

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pub fn group(&self) -> LuaGroup

Group of this prototype.

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pub fn hidden(&self) -> bool

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pub fn hidden_in_factoriopedia(&self) -> bool

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pub fn localised_description(&self) -> &str

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pub fn localised_name(&self) -> &str

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pub fn name(&self) -> &str

Name of this prototype.

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pub fn order(&self) -> &str

The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.

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pub fn parameter(&self) -> bool

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pub fn subgroup(&self) -> LuaGroup

Subgroup of this prototype.

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pub fn type(&self) -> &str

Type of this prototype.

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pub fn allowed_without_fight(&self) -> bool

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pub fn alternative_armor(&self) -> LuaItemPrototype

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pub fn ammo_type(&self) -> LuaItemPrototype

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pub fn amount(&self) -> u32

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pub fn armor(&self) -> LuaItemPrototype

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pub fn count(&self) -> u32

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pub fn damage_dealer(&self) -> Vec<LuaEntityPrototype>

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pub fn damage_type(&self) -> LuaDamagePrototype

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pub fn dont_build(&self) -> Vec<LuaEntityPrototype>

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pub fn dont_research(&self) -> Vec<LuaItemPrototype>

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pub fn excluded(&self) -> Vec<LuaEntityPrototype>

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pub fn fluid_product(&self) -> LuaFluidPrototype

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pub fn in_vehicle(&self) -> bool

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pub fn included(&self) -> Vec<LuaEntityPrototype>

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pub fn item_product(&self) -> LuaItemPrototype

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pub fn last_hour_only(&self) -> bool

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pub fn limit_equip_quality(&self) -> LuaQualityPrototype

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pub fn limit_quality(&self) -> LuaQualityPrototype

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pub fn limited_to_one_game(&self) -> bool

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pub fn minimum_damage(&self) -> f32

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pub fn minimum_distance(&self) -> f64

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pub fn minimum_energy_produced(&self) -> f64

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pub fn module(&self) -> Vec<LuaItemPrototype>

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pub fn more_than_manually(&self) -> bool

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pub fn not_to_kill(&self) -> LuaEntityPrototype

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pub fn object_name(&self) -> &str

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.

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pub fn objective_condition(&self) -> &str

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pub fn personally(&self) -> bool

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pub fn quality(&self) -> LuaQualityPrototype

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pub fn research_all(&self) -> bool

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pub fn research_with(&self) -> Vec<LuaItemPrototype>

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pub fn science_pack(&self) -> LuaItemPrototype

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pub fn should_survive(&self) -> bool

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pub fn surface(&self) -> &str

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pub fn technology(&self) -> LuaTechnologyPrototype

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pub fn to_build(&self) -> LuaEntityPrototype

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pub fn to_kill(&self) -> Vec<LuaEntityPrototype>

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pub fn to_use(&self) -> LuaItemPrototype

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pub fn type_not_to_kill(&self) -> &str

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pub fn type_of_dealer(&self) -> &str

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pub fn type_to_kill(&self) -> &str

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pub fn valid(&self) -> bool

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.

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pub fn within(&self) -> u32

Trait Implementations§

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impl Clone for LuaAchievementPrototype

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fn clone(&self) -> LuaAchievementPrototype

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for LuaAchievementPrototype

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impl Debug for LuaAchievementPrototype

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for LuaAchievementPrototype

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fn default() -> LuaAchievementPrototype

Returns the “default value” for a type. Read more
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impl Eq for LuaAchievementPrototype

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impl From<LuaAchievementPrototype> for LuaAny

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fn from(_: LuaAchievementPrototype) -> Self

Converts to this type from the input type.
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impl LuaObject for LuaAchievementPrototype

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impl PartialEq for LuaAchievementPrototype

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fn eq(&self, other: &LuaAchievementPrototype) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for LuaAchievementPrototype

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.