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Radar

Struct Radar 

Source
pub struct Radar {
Show 32 fields pub name: &'static str, pub energy_per_nearby_scan: &'static str, pub energy_per_sector: &'static str, pub energy_source: EnergySource, pub energy_usage: &'static str, pub max_distance_of_nearby_sector_revealed: i64, pub max_distance_of_sector_revealed: i64, pub hidden: Option<bool>, pub order: Option<&'static str>, pub subgroup: Option<&'static str>, pub collision_box: Option<BoundingBox>, pub flags: Option<&'static [&'static str]>, pub icon: Option<&'static str>, pub minable: Option<MinableProperties>, pub selection_box: Option<BoundingBox>, pub max_health: Option<f64>, pub rotation_speed: Option<f64>, pub factoriopedia_description: Option<&'static str>, pub hidden_in_factoriopedia: Option<bool>, pub localised_description: Option<&'static str>, pub localised_name: Option<&'static str>, pub parameter: Option<bool>, pub factoriopedia_alternative: Option<&'static str>, pub additional_pastable_entities: Option<&'static [&'static str]>, pub alert_icon_scale: Option<f64>, pub allow_copy_paste: Option<bool>, pub ambient_sounds_group: Option<&'static str>, pub build_grid_size: Option<i64>, pub deconstruction_alternative: Option<&'static str>, pub draw_stateless_visualisations_in_ghost: Option<bool>, pub drawing_box_vertical_extension: Option<f64>, pub enemy_map_color: Option<Color>,
}
Expand description

Minimal RadarPrototype for data.extend.

A radar.

type = "radar" is injected by the Lua generator.

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§name: &'static str

Unique textual identification of the prototype. May only contain alphanumeric characters, dashes and underscores. May not exceed a length of 200 characters.

For a list of all names used in vanilla, see data.raw.

§energy_per_nearby_scan: &'static str

The amount of energy the radar has to consume for nearby scan to be performed. This value doesn’t have any effect on sector scanning.

Performance warning: nearby scan causes re-charting of many chunks, which is expensive operation. If you want to make a radar that updates map more in real time, you should keep its range low. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan to happen once per second.

§energy_per_sector: &'static str

The amount of energy it takes to scan a sector. This value doesn’t have any effect on nearby scanning.

§energy_source: EnergySource

The energy source for this radar.

§energy_usage: &'static str

The amount of energy this radar uses.

§max_distance_of_nearby_sector_revealed: i64

The radius of the area constantly revealed by this radar, in chunks.

§max_distance_of_sector_revealed: i64

The radius of the area this radar can chart, in chunks.

§hidden: Option<bool>

Prototype property hidden.

§order: Option<&'static str>

Used to order prototypes in inventory, recipes and GUIs. May not exceed a length of 200 characters.

§subgroup: Option<&'static str>

The name of an ItemSubGroup.

§collision_box: Option<BoundingBox>

Specification of the entity collision boundaries. Empty collision box means no collision and is used for smoke, projectiles, particles, explosions etc.

The {0,0} coordinate in the collision box will match the entity position. It should be near the center of the collision box, to keep correct entity drawing order. The bounding box must include the {0,0} coordinate.

Note, that for buildings, it is customary to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.

§flags: Option<&'static [&'static str]>

Prototype property flags.

§icon: Option<&'static str>

Path to the icon file.

Either this or icons is mandatory for entities that have at least one of these flags active: "placeable-neutral", "placeable-player“, "placeable-enemy".

Only loaded if icons is not defined.

§minable: Option<MinableProperties>

The item given to the player when they mine the entity and other properties relevant to mining this entity.

§selection_box: Option<BoundingBox>

Specification of the entity selection area. When empty the entity will have no selection area (and thus is not selectable).

The selection box is usually a little bit bigger than the collision box. For tileable entities (like buildings) it should match the tile size of the building.

§max_health: Option<f64>

The unit health can never go over the maximum. Default health of units on creation is set to max. Must be greater than 0.

§rotation_speed: Option<f64>

Prototype property rotation_speed.

§factoriopedia_description: Option<&'static str>

Provides additional description used in factoriopedia.

§hidden_in_factoriopedia: Option<bool>

Prototype property hidden_in_factoriopedia.

§localised_description: Option<&'static str>

Overwrites the description set in the locale file. The description is usually shown in the tooltip of the prototype.

§localised_name: Option<&'static str>

Overwrites the name set in the locale file. Can be used to easily set a procedurally-generated name because the LocalisedString format allows to insert parameters into the name directly from the Lua script.

§parameter: Option<bool>

Whether the prototype is a special type which can be used to parametrize blueprints and doesn’t have other function.

§factoriopedia_alternative: Option<&'static str>

The ID type corresponding to the prototype that inherits from this.

For example, if this is an EntityPrototype, this property’s type is EntityID.

§additional_pastable_entities: Option<&'static [&'static str]>

Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types.

This is used to allow copying between types that aren’t compatible on the C++ code side, by allowing mods to receive the on_entity_settings_pasted event for the given entity and do the setting pasting via script.

§alert_icon_scale: Option<f64>

Prototype property alert_icon_scale.

§allow_copy_paste: Option<bool>

Prototype property allow_copy_paste.

§ambient_sounds_group: Option<&'static str>

Prototype property ambient_sounds_group.

§build_grid_size: Option<i64>

Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails).

Internally forced to be 2 for RailPrototype, RailRemnantsPrototype, TrainStopPrototype, RailSupportPrototype and CargoBayPrototype.

Internally forced to be 256 for SpacePlatformHubPrototype.

§deconstruction_alternative: Option<&'static str>

Used to merge multiple entities into one entry in the deconstruction planner.

§draw_stateless_visualisations_in_ghost: Option<bool>

Prototype property draw_stateless_visualisations_in_ghost.

§drawing_box_vertical_extension: Option<f64>

Specification of extra vertical space needed to see the whole entity in GUIs. This is used to calculate the correct zoom and positioning in the entity info gui, for example in the entity tooltip.

§enemy_map_color: Option<Color>

Prototype property enemy_map_color.

Trait Implementations§

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impl Clone for Radar

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fn clone(&self) -> Radar

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 Radar

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impl Debug for Radar

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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 Radar

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fn default() -> Radar

Returns the “default value” for a type. Read more
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impl PartialEq for Radar

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

Auto Trait Implementations§

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impl Freeze for Radar

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impl RefUnwindSafe for Radar

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impl Send for Radar

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impl Sync for Radar

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impl Unpin for Radar

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impl UnsafeUnpin for Radar

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impl UnwindSafe for Radar

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.