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LuaAssemblingMachineControlBehavior

Struct LuaAssemblingMachineControlBehavior 

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pub struct LuaAssemblingMachineControlBehavior;
Expand description

Control behavior for assembling machines.

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impl LuaAssemblingMachineControlBehavior

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pub fn entity(&self) -> LuaEntity

The entity this control behavior belongs to.

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pub fn input_networks(&self) -> CircuitNetworkSelection

Which circuit networks (red/green) to read signals from. Defaults to both wire colors.

nil if this control behavior does not allow selecting the input networks.

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pub fn set_input_networks(&self, value: CircuitNetworkSelection)

Set the input_networks attribute (Lua: self.input_networks = value).

Which circuit networks (red/green) to read signals from. Defaults to both wire colors.

nil if this control behavior does not allow selecting the input networks.

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pub fn output_networks(&self) -> CircuitNetworkSelection

Which circuit networks (red/green) to send signals to. Defaults to both wire colors.

nil if this control behavior does not allow selecting the output networks.

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pub fn set_output_networks(&self, value: CircuitNetworkSelection)

Set the output_networks attribute (Lua: self.output_networks = value).

Which circuit networks (red/green) to send signals to. Defaults to both wire colors.

nil if this control behavior does not allow selecting the output networks.

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pub fn type(&self) -> &'static str

The concrete type of this control behavior.

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pub fn circuit_condition(&self) -> CircuitConditionDefinition

The circuit condition. Writing nil clears the circuit condition.

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pub fn set_circuit_condition(&self, value: CircuitConditionDefinition)

Set the circuit_condition attribute (Lua: self.circuit_condition = value).

The circuit condition. Writing nil clears the circuit condition.

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pub fn circuit_enable_disable(&self) -> bool

true if this entity enable/disable state is controlled by circuit condition

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pub fn set_circuit_enable_disable(&self, value: bool)

Set the circuit_enable_disable attribute (Lua: self.circuit_enable_disable = value).

true if this entity enable/disable state is controlled by circuit condition

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pub fn connect_to_logistic_network(&self) -> bool

true if this should connect to the logistic network.

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pub fn set_connect_to_logistic_network(&self, value: bool)

Set the connect_to_logistic_network attribute (Lua: self.connect_to_logistic_network = value).

true if this should connect to the logistic network.

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pub fn disabled(&self) -> bool

If the entity is currently disabled because of the control behavior.

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pub fn logistic_condition(&self) -> CircuitConditionDefinition

The logistic condition. Writing nil clears the logistic condition.

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pub fn set_logistic_condition(&self, value: CircuitConditionDefinition)

Set the logistic_condition attribute (Lua: self.logistic_condition = value).

The logistic condition. Writing nil clears the logistic condition.

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pub fn circuit_read_contents(&self) -> bool

true if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.

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pub fn set_circuit_read_contents(&self, value: bool)

Set the circuit_read_contents attribute (Lua: self.circuit_read_contents = value).

true if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.

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pub fn circuit_read_ingredients(&self) -> bool

true if the assembling machine outputs ingredients of current recipe as a signals to circuit network.

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pub fn set_circuit_read_ingredients(&self, value: bool)

Set the circuit_read_ingredients attribute (Lua: self.circuit_read_ingredients = value).

true if the assembling machine outputs ingredients of current recipe as a signals to circuit network.

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pub fn circuit_read_recipe_finished(&self) -> bool

true if the the assembling machine sends a signal when the recipe finishes.

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pub fn set_circuit_read_recipe_finished(&self, value: bool)

Set the circuit_read_recipe_finished attribute (Lua: self.circuit_read_recipe_finished = value).

true if the the assembling machine sends a signal when the recipe finishes.

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pub fn circuit_read_working(&self) -> bool

true if the the assembling machine sends a signal when it is working.

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pub fn set_circuit_read_working(&self, value: bool)

Set the circuit_read_working attribute (Lua: self.circuit_read_working = value).

true if the the assembling machine sends a signal when it is working.

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pub fn circuit_recipe_finished_signal(&self) -> SignalID

The signal sent when the assembling machine finishes a recipe.

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pub fn set_circuit_recipe_finished_signal(&self, value: SignalID)

Set the circuit_recipe_finished_signal attribute (Lua: self.circuit_recipe_finished_signal = value).

The signal sent when the assembling machine finishes a recipe.

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pub fn circuit_set_recipe(&self) -> bool

true if the assembling machine sets its recipe from the circuit network.

See Circuit Recipe Selection for how that recipe is chosen.

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pub fn set_circuit_set_recipe(&self, value: bool)

Set the circuit_set_recipe attribute (Lua: self.circuit_set_recipe = value).

true if the assembling machine sets its recipe from the circuit network.

See Circuit Recipe Selection for how that recipe is chosen.

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pub fn circuit_working_signal(&self) -> SignalID

The signal sent when the assembling machine is working.

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pub fn set_circuit_working_signal(&self, value: SignalID)

Set the circuit_working_signal attribute (Lua: self.circuit_working_signal = value).

The signal sent when the assembling machine is working.

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pub fn include_in_crafting(&self) -> bool

true if the read contents should include items in crafting.

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pub fn set_include_in_crafting(&self, value: bool)

Set the include_in_crafting attribute (Lua: self.include_in_crafting = value).

true if the read contents should include items in crafting.

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pub fn object_name(&self) -> &'static 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 read_fuel(&self) -> bool

true if the fuel (content of energy source) should be read.

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pub fn set_read_fuel(&self, value: bool)

Set the read_fuel attribute (Lua: self.read_fuel = value).

true if the fuel (content of energy source) should be read.

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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 get_circuit_network( &self, wire_connector_id: &'static str, ) -> Option<LuaCircuitNetwork>

Trait Implementations§

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impl Clone for LuaAssemblingMachineControlBehavior

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fn clone(&self) -> LuaAssemblingMachineControlBehavior

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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impl Debug for LuaAssemblingMachineControlBehavior

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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 LuaAssemblingMachineControlBehavior

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fn default() -> LuaAssemblingMachineControlBehavior

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

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impl From<LuaAssemblingMachineControlBehavior> for LuaAny

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fn from(_: LuaAssemblingMachineControlBehavior) -> Self

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

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impl PartialEq for LuaAssemblingMachineControlBehavior

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fn eq(&self, other: &LuaAssemblingMachineControlBehavior) -> 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 LuaAssemblingMachineControlBehavior

Auto Trait 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.