locomotive
- class Locomotive(name: str = 'locomotive', **kwargs: dict)
Bases:
ColorMixin
,OrientationMixin
,Entity
A train car that moves other wagons around using a fuel.
- classmethod dump_format() dict
Dumps a JSON-serializable representation of the Entity’s
exports
dictionary, primarily for user interpretation.- Returns:
A JSON dictionary containing the names of each valid key, a short description of their purpose, and whether or not they’re considered optional.
- classmethod get_format() str
Produces a pretty string representation of
meth:dump_format
. Work in progress.- Returns:
A formatted string that can be output to stdout or file.
- get_world_bounding_box()
Gets the world-space coordinates AABB that completely encompasses the
collision_set
of this SpatialLike. Behaves similarly to the old function get_area(), except now it correctly handles non-AABB collision shapes.
- get_world_collision_set() CollisionSet
Get’s the world-space coordinate CollisionSet of the object, or the collection of all shapes that this EntityLike interacts with.
- Returns:
A new
CollisionSet
with it’s content’s copied.
- mergable_with(other: Entity) bool
Checks to see if an entity is “mergable” with another entity. This means that if a certain set of criteria is met, the attributes of
other
will be combined to the attributes of this entity. This is useful for mimicking cases where entities of the same name and type are placed on top of each other, merging them together into a single entity with shared attributes.For the full list of all merging rules, see (TODO).
Note
This function does not actually merge the two, it simply checks to see if such a merge is considered valid. To actually merge two entities use
merge()
.- Parameters:
other – The other
EntityLike
to check against.- Returns:
True
if they can be merged,False
otherwise.
- merge(other: Entity) None
Changes the attributes of the calling entity with the attributes of the passed in entity. The attributes of
other
take precedence over the attributes of the calling entity. They can be either copied or merged together, depending on the specific attribute being merged.For the full list of all merging rules, see (TODO).
- Parameters:
other – The other
EntityLike
to merge with.
- on_insert(parent: EntityCollection) None
TODO
- on_remove(parent: EntityCollection) None
TODO
- to_dict() dict
Converts the Entity to its JSON dict representation. The keys returned are determined by the contents of the exports dictionary and their criteria functions.
A attribute from the Entity will be included as a key in the output dict if both of the following conditions are met:
The attribute is in the
exports
dictionaryThe associated criteria function is either not present or returns
True
. This is used to avoid including excess keys, keeping Blueprint string size down.
In addition, a second function may be provided to have a formatting step to alter either the key and/or its value, which gets inserted into the output
dict
.- Returns:
The exported JSON-dict representation of the Entity.
- property circuit_connectable: bool
Whether or not this EntityLike can be connected using circuit wires. Not exported; read only.
- Type:
bool
- property collision_mask: set
The set of all collision layers that this Entity collides with, specified as strings. Equivalent to Factorio’s
data.raw
equivalent. Not exported; read only.- Type:
set{str}
- property collision_set: CollisionSet
TODO
- property color: dict
The color of the Entity.
The
color
attribute exists in a dict format with the “r”, “g”, “b”, and an optional “a” keys. The color can be specified like that, or it can be specified more succinctly as a sequence of 3-4 numbers, representing the colors in that order.The value of each of the numbers (according to Factorio spec) can be either in the range of [0.0, 1.0] or [0, 255]; if all the numbers are <= 1.0, the former range is used, and the latter otherwise. If “a” is omitted, it defaults to 1.0 or 255 when imported, depending on the range of the other numbers.
- Getter:
Gets the color of the Entity, or
None
if not set.- Setter:
Sets the color of the Entity.
- Type:
dict{"r": float, "g": float, "b": float, Optional("a"): float}
- Raises:
DataFormatError – If the set
color
does not match the above specification.
- property double_grid_aligned: bool
Whether or not this EntityLike is “double-grid-aligned”, which applies to a number of rail entities. Not exported; read only.
- Type:
bool
- property dual_circuit_connectable: bool
Whether or not this EntityLike has two circuit connection points. Not exported; read only.
- Type:
bool
- property dual_power_connectable: bool
Whether or not this EntityLike has two power connection points. Not exported; read only.
- Type:
bool
- property flippable: bool
Whether or not this entity can be mirrored in game using ‘F’ or ‘G’. Not exported; read only.
Note
Work in progress. May be incorrect, especially for modded entities.
- property global_position: dict
The “global”, or root-most position of the Entity. This value is always equivalent to
position()
, unless the entity exists inside anEntityCollection
. If it does, then it’s global position is equivalent to the sum of all parent positions plus it’s own position. For example, if an Entity exists within aGroup
at position(5, 5)
and theGroup
exists at(5, 5)
, theglobal_position
of the Entity will be(10, 10)
.This is used to get an entity’s “actual” position in a blueprint, used when adding to a
SpatialHashMap
and when querying the entity by region. This attribute is always exported, but renamed to “position”; read only.- Type:
dict{"x": float, "y": float}
Whether or not this Entity is considered “hidden”, as specified in it’s flags in Factorio’s
data.raw
. Not exported; read only.Note
“Hidden” in this context is somewhat unintuitive, as items you might think would be considered hidden may not be. Ship wreckage entities, for example, are not considered “hidden”, even though the only way to access them is with the editor. Keep this in mind when querying this attribute, especially since this discrepancy might be considered a bug later on.
- Type:
bool
- property id: str
A unique string ID associated with this entity. ID’s can be anything, though there can only be one entity with a particular ID in an EntityCollection. Not exported.
- Getter:
Gets the ID of the entity, or
None
if the entity has no ID.- Setter:
Sets the ID of the entity.
- Type:
str
- Raises:
TypeError – If the set value is anything other than a
str
orNone
.DuplicateIDError – If the ID is changed while inside an
EntityCollection
to an ID that is already taken by another entity in saidEntityCollection
.
- property name: str
The name of the entity. Must be a valid Factorio ID string. Read only.
- Type:
str
- property orientation: float
The angle that the current Entity is facing, expressed as a
float
in the range[0.0, 1.0]
, where0.0
is North.Raises
ValueWarning
if set to a value not in the range[0.0, 1.0)
.Note
This is distinct from
direction
, which is used on grid-aligned entities and can only be a max of 8 possible rotations.- Getter:
Gets the orientation of the Entity.
- Setter:
Sets the orientation of the Entity.
- Type:
float
- Raises:
TypeError – If set to anything other than a
float
orNone
.
- property parent: EntityCollection
The parent
EntityCollection
object that contains the entity, orNone
if the entity does not currently exist within anEntityCollection
. Not exported; read only.- Type:
EntityCollection
- property position: Vector
The “canonical” position of the Entity, or the one that Factorio uses. Positions of most entities are located at their center, which can either be in the middle of a tile or on it’s transition, depending on the Entity’s
tile_width
andtile_height
.position
can be specified as adict
with"x"
and"y"
keys, or more succinctly as a sequence of floats, usually alist
ortuple
.position
can also be specified more verbosely as aVector
instance as well.This property is updated in tandem with
tile_position
, so using them both interchangeably is both allowed and encouraged.- Getter:
Gets the position of the Entity.
- Setter:
Sets the position of the Entity.
- Type:
- Raises:
IndexError – If the set value does not match the above specification.
DraftsmanError – If the entities position is modified when inside a EntityCollection, which is forbidden.
- property power_connectable: bool
Whether or not this EntityLike can be connected using power wires. Not exported; read only.
- Type:
bool
- property rotatable: bool
Whether or not this EntityLike can be rotated. Note that this does not mean that the entity will prevent a blueprint from rotating; more, that this EntityLike does not have a concept of different rotation angles. For example, any
Reactor
entity will always returnrotatable
asFalse
when queried. Not exported; read only.- Type:
bool
- property tags: dict
Tags associated with this Entity. Commonly used by mods to add custom data to a particular Entity when exporting and importing Blueprint strings.
- Getter:
Gets the tags of the Entity, or
None
if not set.- Setter:
Sets the Entity’s tags.
- Type:
dict{Any: Any}
- Raises:
TypeError – If tags is set to anything other than a
dict
orNone
.
- property tile_height: int
The height of the entity in tiles, rounded up to the nearest integer. Not exported; read only.
- Type:
int
- property tile_position: Vector
The tile-position of the Entity. The tile position is the position according the the LuaSurface tile grid, and is the top left corner of the top-leftmost tile of the Entity.
tile_position
can be specified as adict
with"x"
and"y"
keys, or more succinctly as a sequence of floats, usually alist
ortuple
.This property is updated in tandem with
position
, so using them both interchangeably is both allowed and encouraged.- Getter:
Gets the tile position of the Entity.
- Setter:
Sets the tile position of the Entity.
- Type:
- Raises:
IndexError – If the set value does not match the above specification.
DraftsmanError – If the entities position is modified when inside a EntityCollection, which is forbidden.
- property tile_width: int
The width of the entity in tiles, rounded up to the nearest integer. Not exported; read only.
- Type:
int
- property type: str
The type of the Entity. Equivalent to the key found in Factorio’s
data.raw
. Mostly equivalent to the type of the entity instance, though there are some differences, as noted here. Can be used as a criteria to search with inEntityCollection.find_entities_filtered()
. Not exported; read only.- Type:
str