114 KiB
Module api.cmd🔗
The module is available on both the GUI State and the Engine State (and the Console State as well). However,
it works in a slightly different manner depending on where it is used from.
On the engine states, commands are executed immediately and the effects are immediately noticeable. Moreover, the callback function
will be called immediately.
On the gui and console states, commands are executed in the next simulation step, and the effects are noticeable only after a few frames.
The callback function will be called the frame after the command has been executed, after which the changes are visible on the gui and engine
state.
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global record Cmd sendCommand: function<T is ICommandData>(cmd : Command<T>, callback : function(T, boolean, {{Engine.Entity, Engine.Revision}}), progress : CommandProgress)
makeAnimalSetStateCmd: function(animalEntity : Engine.Entity, movementType : integer, targetChangedElapsed : number, invalidTileElapsed : number, movementSpeed : number, angularSpeed : number): Command<AnimalSetStateCommandData>
makeAnimalSpawnAtCmd: function(fileName : string, position : Vec2f, lookAt : Vec2f): Command<AnimalSpawnAtCommandData>
makeCustomEntityDestroyCmd: function(entity : Engine.Entity): Command<CustomEntityDestroyCommandData>
makeCustomEntityCreateCmd: function(modelId : integer): Command<CustomEntityCreateCommandData>
makeCustomEntityUpdateStateCmd: function(entity : Engine.Entity, customState : ComponentCustomState): Command<CustomEntityUpdateStateCommandData>
makeCustomEntityUpdateTransformationCmd: function(entity : Engine.Entity, transf : Mat4f): Command<CustomEntityUpdateTransformationCommandData>
makeCustomVehicleCreateOrUpdateCmd: function(vehicleEntity : Engine.Entity, carrier : Carrier, vehicles : {{integer, boolean}}, movePathAircraft : Engine.Component.MovePathAircraft | nil): Command<CustomVehicleCreateCommandData>
makeEntitySetColorCmd: function(entity : Engine.Entity, color : Vec3f): Command<EntitySetColorCommandData>
makeEntitySetEmissionsCmd: function(entity : Engine.Entity, noisePower : number, pollutionPower : number, radius : number, pollutionRadius : number): Command<EntitySetEmissionsCommandData>
makeEntitySetNameCmd: function(entity : Engine.Entity, name : string, forceSameEntity : boolean): Command<EntitySetNameCommandData>
makeEntitySetPlayerCmd: function(entity : Engine.Entity, player : Engine.Entity): Command<EntitySetPlayerCommandData>
makeGameAddPlayerCmd: function(name : string, color : Vec3f): Command<GameAddPlayerCommandData>
makeGameSetCalendarSpeedCmd: function(millisPerDay : integer): Command<GameSetCalendarSpeedCommandData>
makeGameSetDateCmd: function(date : Date): Command<GameSetDateCommandData>
makeGameSetSpeedCmd: function(speedup : integer): Command<GameSetSpeedCommandData>
makeGameSetTimeOfDayCmd: function(timeOfDaySec : integer): Command<GameSetTimeOfDayCommandData>
makeGameSetCloudCoverageCmd: function(cloudCoverage : number): Command<GameSetCloudCoverageCommandData>
makeIndustrySetDespawnTimeCmd: function(industryEntity : Engine.Entity, timeStamp : integer): Command<IndustrySetDespawnTimeCommandData>
makeIndustrySetManualDevelopmentCmd: function(industryEntity : Engine.Entity, manual : boolean): Command<IndustrySetManualDevelopmentCommandData>
makeCreateIndustryExtendProposalCmd: function(extendConstruction : Engine.Entity, numTrySlots : integer, numKeepSlots : integer): Command<CreateIndustryExtendProposalCommandData>
makeJournalBookAssetCmd: function(player : Engine.Entity, entry : JournalEntry, position : Vec3f): Command<JournalBookAssetCommandData>
makeJournalClearAllCmd: function(): Command<JournalClearAllCommandData>
makeJournalLogEntryCmd: function(entity : Engine.Entity, logNamesAndValues : {{string, integer, boolean}}): Command<JournalLogEntryCommandData>
makeLineCreateCmd: function(name : string, color : Vec3f, player : Engine.Entity, line : Engine.Component.Line): Command<LineCreateCommandData>
makeLineDestroyCmd: function(lineEntity : Engine.Entity): Command<LineDestroyCommandData>
makeLineUpdateCmd: function(lineEntity : Engine.Entity, data : Engine.Component.Line): Command<LineUpdateCommandData>
makeScriptingSendEventCmd: function(src : string, id : string, name : string, param : any): Command<ScriptingSendEventCommandData>
makeStockListDiscardCargoCmd: function(stockListEntity : Engine.Entity, stockIds : {StockId}, remainingTimeToDelivery : number): Command<StockListDiscardCargoCommandData>
makeStockListSetStocksCargoTypeCmd: function(stockListEntity : Engine.Entity, stockIds : {StockId}, cargoType : CargoTypeId): Command<StockListSetStocksCargoTypeCommandData>
makeStockListSetModifiersCmd: function(industryEntity : Engine.Entity, modifiers : Engine.Component.StockList.Modifiers): Command<StockListSetModifiersCommandData>
makeTownConnectWithIndustriesCmd: function(townEntities : {Engine.Entity}, connections : {{integer, integer}}, keep : boolean): Command<TownConnectWithIndustriesCommandData>
makeTownAutoDetectConnectionsCmd: function(townEntities : {Engine.Entity}): Command
makeTownCreateCmd: function(towns : {TownInfo}): Command<TownCreateCommandData>
makeTownDestroyCmd: function(townEntity : Engine.Entity): Command<TownDestroyCommandData>
makeTownDevelopAtCmd: function(position : Vec2f, developStreets : boolean, upgradeBuildings : boolean): Command<TownDevelopAtCommandData>
makeTownCustomDistributionWeightsCmd: function(townEntitiy : Engine.Entity, levelToCapacityDistributionWeights : {{number}}): Command<TownCustomDistributionWeightsCommandData>
makeTownSetDevelopmentActiveCmd: function(entity : Engine.Entity, developmentActive : boolean): Command<TownSetDevelopmentActiveCommandData>
makeTownSetInitialLandUseCapacitiesCmd: function(entity : Engine.Entity, landUseCapacities : {integer}): Command<TownSetInitialLandUseCapacitiesCommandData>
makeTownUpdateCargoNeedsCmd: function(entity : Engine.Entity, cargoNeeds : {{CargoTypeId}}, updateTownBuildings : boolean): Command<TownUpdateCargoNeedsCommandData>
makeTownUpdateSizeCmd: function(townEntity : Engine.Entity, sizeFactors : {number}, updateAllBuildings : boolean): Command<TownUpdateSizeCommandData>
makeTownBuildingSetBlockedDevelopmentCmd: function(townBuildingEntity : Engine.Entity, blockedDevelopment : boolean): Command<TownBuildingSetBlockedDevelopment>
makeVehicleBuyCmd: function(playerEntity : Engine.Entity, depotEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleBuyCommandData>
makeVehicleReplaceCmd: function(vehicleEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleReplaceCommandData>
makeVehicleReverseCmd: function(vehicleEntity : Engine.Entity): Command<VehicleReverseCommandData>
makeVehicleSellCmd: function(vehicleEntities : {Engine.Entity}): Command<VehicleSellCommandData>
makeVehicleSendToDepotCmd: function(vehicleEntity : Engine.Entity, sellOnArrival : boolean, jumpToDepoEntity : Engine.Entity): Command<VehicleSendToDepotCommandData>
makeVehicleSetLineCmd: function(vehicleEntity : Engine.Entity, lineEntity : Engine.Entity, stopIndex : integer): Command<VehicleSetLineCommandData>
makeVehicleSetManualDepartureCmd: function(vehicleEntity : Engine.Entity, manual : boolean): Command<VehicleSetManualDepartureCommandData>
makeVehicleSetStoppedByUserCmd: function(vehicleEntity : Engine.Entity, stopped : boolean): Command<VehicleSetStoppedByUserCommandData>
makeVehicleSetModifiersCmd: function(vehicleEntity : Engine.Entity, modifiers : Engine.Component.TransportVehicle.Modifiers): Command<VehicleSetModifiersCommandData>
makeVehicleTryToDepartCmd: function(vehicleEntity : Engine.Entity): Command<VehicleTryToDepartCommandData>
makeWorldBuildProposalCmd: function(proposal : Proposal, context : any, ignoreErrors : boolean, doDust : boolean, playerInitiated : boolean): Command<WorldBuildProposalCommandData>
makeWorldChangeWindCmd: function(emissionGridEntity : Engine.Entity, wind : Vec2f): Command<WorldChangeWindCommandData>
makeWorldReplaceTerrainCmd: function(map : GameMap, terrainConfig : BaseConfig.Terrain, seedText : string, worldEntity : Engine.Entity, keepAssets : boolean): Command<WorldReplaceTerrainCommandData>
makeWorldSetBulldozableCmd: function(entity : Engine.Entity, bulldozable : boolean): Command<WorldSetBulldozableCommandData>
record Debug makeMaintenanceCostUpdateCmd: function(maintenanceCostEntity : Engine.Entity, amount : integer, reset : boolean): Command
makeSimPersonSetStateCmd: function(entity : Engine.Entity, simPersonState : integer): Command<SimPersonSetStateCommandDataDEBUG>
makeSimPersonSetHappiness: function(entity : Engine.Entity, happiness : number): Command
makeComponentExchangeCmd: function(entity : Engine.Entity, component : Engine.Component): Command<ComponentExchangeCommandDataDEBUG>
makeStockSetCargoAmountCmd: function(entity : Engine.Entity, stockId : StockId, amount : integer, cargoType : string): Command<StockSetCargoAmountCommandDataDEBUG>
makeGamePerformSimulationStepsCmd: function(amount : integer): Command<GamePerformSimulationStepsCommandDataDEBUG>
makeClearLogbooksCmd: function(towns : boolean): Command
end
debug: Debug
end
global record AnimalSetStateCommandData animalEntity: Engine.Entity
movementType: integer
targetChangedElapsed: number
invalidTileElapsed: number
movementSpeed: number
angularSpeed: number
end
global record AnimalSpawnAtCommandData modelId: integer
position: Vec2f
lookAt: Vec2f
resultEntity: Engine.Entity
end
global record Command<T is ICommandData>end
global record ComponentExchangeCommandDataDEBUG entity: Engine.Entity
component: Engine.Component
end
global record CreateIndustryExtendProposalCommandData extendConstruction: Engine.Entity
numTrySlots: integer
numKeepSlots: integer
resultProposal: Proposal
resultCollidingSubconstructions: {integer}
end
global record CustomEntityCreateCommandData modelId: integer
resultEntity: Engine.Entity
end
global record CustomEntityDestroyCommandData entity: Engine.Entity
end
global record CustomEntityUpdateStateCommandData entity: Engine.Entity
customState: {<any type> : <any type>}
end
global record CustomEntityUpdateTransformationCommandData entity: Engine.Entity
transf: Mat4f
end
global record CustomVehicleCreateCommandData vehicleEntity: Engine.Entity
carrier: Carrier
vehicles: {{integer, boolean}}
movePathAircraft: Engine.Component.MovePathAircraft
resultEntity: Engine.Entity
end
global record EntitySetColorCommandData entity: Engine.Entity
color: Vec3f
end
global record EntitySetEmissionsCommandData entity: Engine.Entity
noisePower: number
pollutionPower: number
radius: number
end
global record EntitySetNameCommandData entity: Engine.Entity
name: string
end
global record EntitySetPlayerCommandData entity: Engine.Entity
playerEntity: Engine.Entity
end
global record GameAddPlayerCommandData name: string
color: Vec3f
resultEntity: Engine.Entity
end
global record GamePerformSimulationStepsCommandDataDEBUG amount: integer
end
global record GameSaveCommandData modDescs: {Mod.GameModDesc}
configData: {<any type> : <any type>}
guiSaveData: {<any type> : <any type>}
fileName: string
isAutosave: boolean
isMapsave: boolean
screenshot: GameScreenshot
error: integer
end
global record GameSetCalendarSpeedCommandData millisPerDay: integer
end
global record GameSetCloudCoverageCommandData cloudCoverage: number
end
global record GameSetDateCommandData date: Date
end
global record GameSetSpeedCommandData speedup: integer
end
global record GameSetTimeOfDayCommandData timeOfDaySec: integer
end
global interface ICommandDataend
global record IndustrySetDespawnTimeCommandData entity: Engine.Entity
timeStamp: integer
end
global record IndustrySetManualDevelopmentCommandData entity: Engine.Entity
manual: boolean
end
global record JournalBookAssetCommandData playerEntity: Engine.Entity
journalEntry: JournalEntry
position: Vec3f
end
global record JournalClearAllCommandDataend
global record JournalLogEntryCommandData entity: Engine.Entity
logName: string
time: number
value: integer
end
global record LineCreateCommandData line: Engine.Component.Line
name: Engine.Component.Name
color: Engine.Component.Color
playerOwned: Engine.Component.PlayerOwned
resultEntity: Engine.Entity
end
global record LineDestroyCommandData lineEntity: Engine.Entity
end
global record LineUpdateCommandData lineEntity: Engine.Entity
line: Engine.Component.Line
end
global record MaintenanceCostUpdateCommandDataDEBUG maintenanceCostEntity: Engine.Entity
amount: integer
resetAccumulatedCost: boolean
end
global record ScriptingSendEventCommandData fileName: string
id: string
name: string
param: any
end
global record SimPersonSetStateCommandDataDEBUG entity: Engine.Entity
type: integer
end
global record StockListDiscardCargoCommandData stockListEntity: Engine.Entity
stockIds: {StockId}
remainingTimeToDelivery: number
end
global record StockListSetModifiersCommandData entity: Engine.Entity
modifiers: Engine.Component.StockList.Modifiers
end
global record StockListSetStocksCargoTypeCommandData stockListEntity: Engine.Entity
stockIds: {StockId}
cargoType: CargoTypeId
end
global record StockSetCargoAmountCommandDataDEBUG stockListEntity: Engine.Entity
stock: StockId
amount: integer
cargoType: ResName
end
global record TownAutoDetectConnectionsCommandData townEntities: {Engine.Entity}
end
global record TownBuildingSetBlockedDevelopment townBuildingEntity: Engine.Entity
blockedDevelopment: boolean
end
global record TownConnectWithIndustriesCommandData townEntities: {Engine.Entity}
connections: {{integer, integer}}
keep: boolean
end
global record TownCreateCommandData towns: {TownInfo}
updateInitialLandUseCapacities: boolean
end
global record TownCustomDistributionWeightsCommandData townEntity: Engine.Entity
levelToCapacityDistributionWeights: {{number, number, number, number}, {number, number, number, number}, {number, number, number, number}}
end
global record TownDestroyCommandData townEntity: Engine.Entity
end
global record TownDevelopAtCommandData position: Vec2f
developStreets: boolean
upgradeBuildings: boolean
end
global record TownSetDevelopmentActiveCommandData townEntity: Engine.Entity
developmentActive: boolean
end
global record TownSetInitialLandUseCapacitiesCommandData townEntity: Engine.Entity
initialLandUseCapacities: {integer}
end
global record TownUpdateCargoNeedsCommandData townEntity: Engine.Entity
cargoNeeds: {{CargoTypeId}}
updateTownBuildings: boolean
end
global record TownUpdateSizeCommandData townEntity: Engine.Entity
landUseSizeFactors: {number}
updateAllBuildings: boolean
end
global record VehicleBuyCommandData playerEntity: Engine.Entity
depotEntity: Engine.Entity
config: TransportVehicleConfig
resultVehicleEntity: Engine.Entity
end
global record VehicleReplaceCommandData vehicleEntity: Engine.Entity
config: TransportVehicleConfig
applyPurchaseCost: boolean
end
global record VehicleReverseCommandData vehicleEntity: Engine.Entity
end
global record VehicleSellCommandData vehicleEntities: {Engine.Entity}
end
global record VehicleSendToDepotCommandData vehicleEntity: Engine.Entity
sellOnArrival: boolean
jumpToDepotEntity: Engine.Entity
end
global record VehicleSetLineCommandData vehicleEntity: Engine.Entity
lineEntity: Engine.Entity
stopIndex: integer
end
global record VehicleSetManualDepartureCommandData entity: Engine.Entity
manual: boolean
end
global record VehicleSetModifiersCommandData entity: Engine.Entity
modifiers: Engine.Component.TransportVehicle.Modifiers
end
global record VehicleSetStoppedByUserCommandData vehicleEntity: Engine.Entity
userStopped: boolean
end
global record VehicleTryToDepartCommandData vehicleEntity: Engine.Entity
end
global record WorldBuildProposalCommandData proposal: Proposal
context: Context
withCostRep: boolean
ignoreErrors: boolean
resultProposalData: ProposalData
resultEntities: {{Engine.Entity, Engine.Revision}}
doDust: boolean
end
global record WorldChangeWindCommandData emissionGridEntity: Engine.Entity
wind: Vec2f
end
global record WorldReplaceTerrainCommandData map: GameMap
terrainConfig: BaseConfig.Terrain
seedText: string
worldEntity: Engine.Entity
keepAssets: boolean
end
global record WorldSetBulldozableCommandData entity: Engine.Entity
value: boolean
end
Category: main🔗
Cmd🔗
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global record Cmd sendCommand: function<T is ICommandData>(cmd : Command<T>, callback : function(T, boolean, {{Engine.Entity, Engine.Revision}}), progress : CommandProgress)
makeAnimalSetStateCmd: function(animalEntity : Engine.Entity, movementType : integer, targetChangedElapsed : number, invalidTileElapsed : number, movementSpeed : number, angularSpeed : number): Command<AnimalSetStateCommandData>
makeAnimalSpawnAtCmd: function(fileName : string, position : Vec2f, lookAt : Vec2f): Command<AnimalSpawnAtCommandData>
makeCustomEntityDestroyCmd: function(entity : Engine.Entity): Command<CustomEntityDestroyCommandData>
makeCustomEntityCreateCmd: function(modelId : integer): Command<CustomEntityCreateCommandData>
makeCustomEntityUpdateStateCmd: function(entity : Engine.Entity, customState : ComponentCustomState): Command<CustomEntityUpdateStateCommandData>
makeCustomEntityUpdateTransformationCmd: function(entity : Engine.Entity, transf : Mat4f): Command<CustomEntityUpdateTransformationCommandData>
makeCustomVehicleCreateOrUpdateCmd: function(vehicleEntity : Engine.Entity, carrier : Carrier, vehicles : {{integer, boolean}}, movePathAircraft : Engine.Component.MovePathAircraft | nil): Command<CustomVehicleCreateCommandData>
makeEntitySetColorCmd: function(entity : Engine.Entity, color : Vec3f): Command<EntitySetColorCommandData>
makeEntitySetEmissionsCmd: function(entity : Engine.Entity, noisePower : number, pollutionPower : number, radius : number, pollutionRadius : number): Command<EntitySetEmissionsCommandData>
makeEntitySetNameCmd: function(entity : Engine.Entity, name : string, forceSameEntity : boolean): Command<EntitySetNameCommandData>
makeEntitySetPlayerCmd: function(entity : Engine.Entity, player : Engine.Entity): Command<EntitySetPlayerCommandData>
makeGameAddPlayerCmd: function(name : string, color : Vec3f): Command<GameAddPlayerCommandData>
makeGameSetCalendarSpeedCmd: function(millisPerDay : integer): Command<GameSetCalendarSpeedCommandData>
makeGameSetDateCmd: function(date : Date): Command<GameSetDateCommandData>
makeGameSetSpeedCmd: function(speedup : integer): Command<GameSetSpeedCommandData>
makeGameSetTimeOfDayCmd: function(timeOfDaySec : integer): Command<GameSetTimeOfDayCommandData>
makeGameSetCloudCoverageCmd: function(cloudCoverage : number): Command<GameSetCloudCoverageCommandData>
makeIndustrySetDespawnTimeCmd: function(industryEntity : Engine.Entity, timeStamp : integer): Command<IndustrySetDespawnTimeCommandData>
makeIndustrySetManualDevelopmentCmd: function(industryEntity : Engine.Entity, manual : boolean): Command<IndustrySetManualDevelopmentCommandData>
makeCreateIndustryExtendProposalCmd: function(extendConstruction : Engine.Entity, numTrySlots : integer, numKeepSlots : integer): Command<CreateIndustryExtendProposalCommandData>
makeJournalBookAssetCmd: function(player : Engine.Entity, entry : JournalEntry, position : Vec3f): Command<JournalBookAssetCommandData>
makeJournalClearAllCmd: function(): Command<JournalClearAllCommandData>
makeJournalLogEntryCmd: function(entity : Engine.Entity, logNamesAndValues : {{string, integer, boolean}}): Command<JournalLogEntryCommandData>
makeLineCreateCmd: function(name : string, color : Vec3f, player : Engine.Entity, line : Engine.Component.Line): Command<LineCreateCommandData>
makeLineDestroyCmd: function(lineEntity : Engine.Entity): Command<LineDestroyCommandData>
makeLineUpdateCmd: function(lineEntity : Engine.Entity, data : Engine.Component.Line): Command<LineUpdateCommandData>
makeScriptingSendEventCmd: function(src : string, id : string, name : string, param : any): Command<ScriptingSendEventCommandData>
makeStockListDiscardCargoCmd: function(stockListEntity : Engine.Entity, stockIds : {StockId}, remainingTimeToDelivery : number): Command<StockListDiscardCargoCommandData>
makeStockListSetStocksCargoTypeCmd: function(stockListEntity : Engine.Entity, stockIds : {StockId}, cargoType : CargoTypeId): Command<StockListSetStocksCargoTypeCommandData>
makeStockListSetModifiersCmd: function(industryEntity : Engine.Entity, modifiers : Engine.Component.StockList.Modifiers): Command<StockListSetModifiersCommandData>
makeTownConnectWithIndustriesCmd: function(townEntities : {Engine.Entity}, connections : {{integer, integer}}, keep : boolean): Command<TownConnectWithIndustriesCommandData>
makeTownAutoDetectConnectionsCmd: function(townEntities : {Engine.Entity}): Command
makeTownCreateCmd: function(towns : {TownInfo}): Command<TownCreateCommandData>
makeTownDestroyCmd: function(townEntity : Engine.Entity): Command<TownDestroyCommandData>
makeTownDevelopAtCmd: function(position : Vec2f, developStreets : boolean, upgradeBuildings : boolean): Command<TownDevelopAtCommandData>
makeTownCustomDistributionWeightsCmd: function(townEntitiy : Engine.Entity, levelToCapacityDistributionWeights : {{number}}): Command<TownCustomDistributionWeightsCommandData>
makeTownSetDevelopmentActiveCmd: function(entity : Engine.Entity, developmentActive : boolean): Command<TownSetDevelopmentActiveCommandData>
makeTownSetInitialLandUseCapacitiesCmd: function(entity : Engine.Entity, landUseCapacities : {integer}): Command<TownSetInitialLandUseCapacitiesCommandData>
makeTownUpdateCargoNeedsCmd: function(entity : Engine.Entity, cargoNeeds : {{CargoTypeId}}, updateTownBuildings : boolean): Command<TownUpdateCargoNeedsCommandData>
makeTownUpdateSizeCmd: function(townEntity : Engine.Entity, sizeFactors : {number}, updateAllBuildings : boolean): Command<TownUpdateSizeCommandData>
makeTownBuildingSetBlockedDevelopmentCmd: function(townBuildingEntity : Engine.Entity, blockedDevelopment : boolean): Command<TownBuildingSetBlockedDevelopment>
makeVehicleBuyCmd: function(playerEntity : Engine.Entity, depotEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleBuyCommandData>
makeVehicleReplaceCmd: function(vehicleEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleReplaceCommandData>
makeVehicleReverseCmd: function(vehicleEntity : Engine.Entity): Command<VehicleReverseCommandData>
makeVehicleSellCmd: function(vehicleEntities : {Engine.Entity}): Command<VehicleSellCommandData>
makeVehicleSendToDepotCmd: function(vehicleEntity : Engine.Entity, sellOnArrival : boolean, jumpToDepoEntity : Engine.Entity): Command<VehicleSendToDepotCommandData>
makeVehicleSetLineCmd: function(vehicleEntity : Engine.Entity, lineEntity : Engine.Entity, stopIndex : integer): Command<VehicleSetLineCommandData>
makeVehicleSetManualDepartureCmd: function(vehicleEntity : Engine.Entity, manual : boolean): Command<VehicleSetManualDepartureCommandData>
makeVehicleSetStoppedByUserCmd: function(vehicleEntity : Engine.Entity, stopped : boolean): Command<VehicleSetStoppedByUserCommandData>
makeVehicleSetModifiersCmd: function(vehicleEntity : Engine.Entity, modifiers : Engine.Component.TransportVehicle.Modifiers): Command<VehicleSetModifiersCommandData>
makeVehicleTryToDepartCmd: function(vehicleEntity : Engine.Entity): Command<VehicleTryToDepartCommandData>
makeWorldBuildProposalCmd: function(proposal : Proposal, context : any, ignoreErrors : boolean, doDust : boolean, playerInitiated : boolean): Command<WorldBuildProposalCommandData>
makeWorldChangeWindCmd: function(emissionGridEntity : Engine.Entity, wind : Vec2f): Command<WorldChangeWindCommandData>
makeWorldReplaceTerrainCmd: function(map : GameMap, terrainConfig : BaseConfig.Terrain, seedText : string, worldEntity : Engine.Entity, keepAssets : boolean): Command<WorldReplaceTerrainCommandData>
makeWorldSetBulldozableCmd: function(entity : Engine.Entity, bulldozable : boolean): Command<WorldSetBulldozableCommandData>
record Debug makeMaintenanceCostUpdateCmd: function(maintenanceCostEntity : Engine.Entity, amount : integer, reset : boolean): Command
makeSimPersonSetStateCmd: function(entity : Engine.Entity, simPersonState : integer): Command<SimPersonSetStateCommandDataDEBUG>
makeSimPersonSetHappiness: function(entity : Engine.Entity, happiness : number): Command
makeComponentExchangeCmd: function(entity : Engine.Entity, component : Engine.Component): Command<ComponentExchangeCommandDataDEBUG>
makeStockSetCargoAmountCmd: function(entity : Engine.Entity, stockId : StockId, amount : integer, cargoType : string): Command<StockSetCargoAmountCommandDataDEBUG>
makeGamePerformSimulationStepsCmd: function(amount : integer): Command<GamePerformSimulationStepsCommandDataDEBUG>
makeClearLogbooksCmd: function(towns : boolean): Command
end
debug: Debug
end
contains all commmand factory methods.
Cmd.sendCommand🔗
function Cmd.sendCommand<T is ICommandData>(cmd : Command<T>, callback : function(T, boolean, {{Engine.Entity, Engine.Revision}}), progress : CommandProgress)
Sends a command object to be executed later or immediately depending on the state context. After the execution of the command, the callback function is called.
The callback function receives two parameters:
cmd the command that has been executed, depending on the context this might contain additional information.
success a boolean value to indicate whether the command was successful
Type Parameters
T( isICommandData)
Parameters
cmd:Command<T>— the command object to be sentcallback:function(T, boolean, {{Engine.Entity, Engine.Revision}})— an optional function that is called after the execution of the commandprogress:CommandProgress— an optional progress object to receive progress updates for long running commands
Cmd.makeAnimalSetStateCmd🔗
function Cmd.makeAnimalSetStateCmd(animalEntity : Engine.Entity, movementType : integer, targetChangedElapsed : number, invalidTileElapsed : number, movementSpeed : number, angularSpeed : number): Command<AnimalSetStateCommandData>
Makes an AnimalSetState command.
When executed, the animal with the given entity Id will be updated.
Parameters
animalEntity:Engine.Entity— the entity Id of the animal that should be updatedmovementType:integer— the index of the configuration in the animals metadata movementTypes listtargetChangedElapsed:number— time since the current target destination was selectedinvalidTileElapsed:number— time since the animal got into an invalid areamovementSpeed:number— speed that should be usedangularSpeed:number— angular speed that should be used
Returns
Command<AnimalSetStateCommandData>— a newly created AnimalSetState command
Cmd.makeAnimalSpawnAtCmd🔗
function Cmd.makeAnimalSpawnAtCmd(fileName : string, position : Vec2f, lookAt : Vec2f): Command<AnimalSpawnAtCommandData>
Makes an AnimalSpawnAt command.
When executed, a new animal entity is spawned at the specified position.
Parameters
fileName:string— reference to the animal model for the animal that should be spawnedposition:Vec2f— world coordinates of the position where the animal should be spawnedlookAt:Vec2f— the direction the animal is facing in
Returns
Command<AnimalSpawnAtCommandData>— a newly created AnimalSpawnAt command
Cmd.makeCustomEntityDestroyCmd🔗
function Cmd.makeCustomEntityDestroyCmd(entity : Engine.Entity): Command<CustomEntityDestroyCommandData>
Makes a CustomEntityDestroy command.
When executed, the command removes the custom entity with the given entity Id.
Parameters
entity:Engine.Entity— the entity Id of the custom entity
Returns
Command<CustomEntityDestroyCommandData>— a newly created CustomEntityDestroy command
Cmd.makeCustomEntityCreateCmd🔗
function Cmd.makeCustomEntityCreateCmd(modelId : integer): Command<CustomEntityCreateCommandData>
Makes a CustomEntityCreate command.
When executed, the command creates a new custom entity with the given model Id.
Parameters
modelId:integer— the model id of the custom entity
Returns
Command<CustomEntityCreateCommandData>— a newly created CustomEntityCreate command
Cmd.makeCustomEntityUpdateStateCmd🔗
function Cmd.makeCustomEntityUpdateStateCmd(entity : Engine.Entity, customState : ComponentCustomState): Command<CustomEntityUpdateStateCommandData>
Makes a CustomEntityUpdateState command.
When executed, the command updates the state of the custom entity.
Parameters
entity:Engine.Entity— the entity Id of the custom entitycustomState:ComponentCustomState— the new state of the custom entity
Returns
Command<CustomEntityUpdateStateCommandData>— a newly created CustomEntityUpdateState command
Cmd.makeCustomEntityUpdateTransformationCmd🔗
function Cmd.makeCustomEntityUpdateTransformationCmd(entity : Engine.Entity, transf : Mat4f): Command<CustomEntityUpdateTransformationCommandData>
Makes a CustomEntityUpdateTransformation command.
When executed, the command updates the transformation of the custom entity.
Parameters
entity:Engine.Entity— the entity Id of the custom entitytransf:Mat4f— the new transformation of the custom entity
Returns
Command<CustomEntityUpdateTransformationCommandData>— a newly created CustomEntityUpdateTransformation command
Cmd.makeCustomVehicleCreateOrUpdateCmd🔗
function Cmd.makeCustomVehicleCreateOrUpdateCmd(vehicleEntity : Engine.Entity, carrier : Carrier, vehicles : {{integer, boolean}}, movePathAircraft : Engine.Component.MovePathAircraft | nil): Command<CustomVehicleCreateCommandData>
Makes a CustomVehicleCreateOrUpdateCmd command.
When executed, the command updates or creates a custom vehicle entity.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the custom entity, if nil a new entity will be createdcarrier:Carrier— the carrier for the vehicleEntity (currently must be Air)vehicles:{{integer, boolean}}— a list of carriages, a pair of modelId and whether the model shall be reversed (currently only a single entry)movePathAircraft:Engine.Component.MovePathAircraft | nil— optional move path for air and water vehicles (currently path0 and path2 must be empty and the state must be in flight)
Returns
Command<CustomVehicleCreateCommandData>— a newly created CustomEntityUpdateTransformation command
Cmd.makeEntitySetColorCmd🔗
function Cmd.makeEntitySetColorCmd(entity : Engine.Entity, color : Vec3f): Command<EntitySetColorCommandData>
Makes an EntitySetColor command.
When executed, the entity Id is set to the given color.
Parameters
entity:Engine.Entity— the entity Id of the entity that should be coloredcolor:Vec3f— the rgb color
Returns
Command<EntitySetColorCommandData>— a newly created EntitySetColor command
Cmd.makeEntitySetEmissionsCmd🔗
function Cmd.makeEntitySetEmissionsCmd(entity : Engine.Entity, noisePower : number, pollutionPower : number, radius : number, pollutionRadius : number): Command<EntitySetEmissionsCommandData>
Makes an EntitySetEmissions command.
When executed, the emission values of the entity are set to the given values.
Parameters
entity:Engine.Entity— the entity Id of the entity that should be updatednoisePower:number— the noise power of the entitypollutionPower:number— the pollution power of the entityradius:number— the radius of the noise emissionspollutionRadius:number— the radius of the pollution emissions
Returns
Command<EntitySetEmissionsCommandData>— a newly created EntitySetEmissions command
Cmd.makeEntitySetNameCmd🔗
function Cmd.makeEntitySetNameCmd(entity : Engine.Entity, name : string, forceSameEntity : boolean): Command<EntitySetNameCommandData>
Makes an EntitySetName command.
When executed, the entity Id is renamed with the given name.
Parameters
entity:Engine.Entity— the entity Id of the entity that should be renamedname:string— the new name that should be setforceSameEntity:boolean— (optional, default false) Unless true, things like stations that don't have a name on their own will set the stem name instead.
Returns
Command<EntitySetNameCommandData>— a newly created EntitySetName command
Cmd.makeEntitySetPlayerCmd🔗
function Cmd.makeEntitySetPlayerCmd(entity : Engine.Entity, player : Engine.Entity): Command<EntitySetPlayerCommandData>
Makes an EntitySetPlayer command.
When executed, the entity is set or unset to the player
Parameters
entity:Engine.Entity— the entity Id of the entityplayer:Engine.Entity— the entity Id of the player
Returns
Command<EntitySetPlayerCommandData>— a newly created EntitySetPlayer command
Cmd.makeGameAddPlayerCmd🔗
function Cmd.makeGameAddPlayerCmd(name : string, color : Vec3f): Command<GameAddPlayerCommandData>
Makes a GameAddPlayer command.
When executed, a new player entity is created.
Parameters
name:string— the player's namecolor:Vec3f— the player's color
Returns
Command<GameAddPlayerCommandData>— a newly created GameAddPlayer command
Cmd.makeGameSetCalendarSpeedCmd🔗
function Cmd.makeGameSetCalendarSpeedCmd(millisPerDay : integer): Command<GameSetCalendarSpeedCommandData>
Makes a GameSetCalendarSpeed command.
When executed, the calendar speed is set to the given value (this affects only the speed of the calendar, and not the simulation speed).
Parameters
millisPerDay:integer— day length in milliseconds
Returns
Command<GameSetCalendarSpeedCommandData>— a newly created GameSetCalendarSpeed command
Cmd.makeGameSetDateCmd🔗
function Cmd.makeGameSetDateCmd(date : Date): Command<GameSetDateCommandData>
Makes a GameSetDate command.
When executed, the calendar date (for vehicle availability, etc.) is set to the given date.
Parameters
date:Date— the new date that should be set
Returns
Command<GameSetDateCommandData>— a newly created GameSetDate command
Cmd.makeGameSetSpeedCmd🔗
function Cmd.makeGameSetSpeedCmd(speedup : integer): Command<GameSetSpeedCommandData>
Makes a GameSetSpeed command.
When executed, the game (simulation) speed is set to the given value.
Parameters
speedup:integer— a positive number: the speed that the simulation will run at
Returns
Command<GameSetSpeedCommandData>— a newly created GameSetSpeed command
Cmd.makeGameSetTimeOfDayCmd🔗
function Cmd.makeGameSetTimeOfDayCmd(timeOfDaySec : integer): Command<GameSetTimeOfDayCommandData>
Makes a GameSetTimeOfDay command.
Parameters
timeOfDaySec:integer— a positive number: the time of day in seconds
Returns
Command<GameSetTimeOfDayCommandData>— a newly created GameSetTimeOfDay command
Cmd.makeGameSetCloudCoverageCmd🔗
function Cmd.makeGameSetCloudCoverageCmd(cloudCoverage : number): Command<GameSetCloudCoverageCommandData>
Makes a GameSetCloudCoverage command.
Parameters
cloudCoverage:number— the current cloud coverage
Returns
Command<GameSetCloudCoverageCommandData>— a newly created GameSetCloudCoverage command
Cmd.makeIndustrySetDespawnTimeCmd🔗
function Cmd.makeIndustrySetDespawnTimeCmd(industryEntity : Engine.Entity, timeStamp : integer): Command<IndustrySetDespawnTimeCommandData>
Makes an IndustrySetDespawnTime command.
When executed, the command sets a new value to the closure time stamp of the given industry.
Parameters
industryEntity:Engine.Entity— the entity Id of the industrytimeStamp:integer— sets the despawn time of the industry
Returns
Command<IndustrySetDespawnTimeCommandData>— a newly created IndustrySetDespawnTime command
Cmd.makeIndustrySetManualDevelopmentCmd🔗
function Cmd.makeIndustrySetManualDevelopmentCmd(industryEntity : Engine.Entity, manual : boolean): Command<IndustrySetManualDevelopmentCommandData>
Makes an IndustrySetManualDevelopment command.
When executed, the command sets the industry to manual mode if manual is true, or to automatic development mode if manual is set to false (default).
Parameters
industryEntity:Engine.Entity— the entity Id of the industrymanual:boolean— set to true if industries do not start to close/stop countdown and do not level up or down
Returns
Command<IndustrySetManualDevelopmentCommandData>— a newly created IndustrySetManualDevelopment command
Cmd.makeCreateIndustryExtendProposalCmd🔗
function Cmd.makeCreateIndustryExtendProposalCmd(extendConstruction : Engine.Entity, numTrySlots : integer, numKeepSlots : integer): Command<CreateIndustryExtendProposalCommandData>
Makes a CreateIndustryExtendProposal command.
When executed, the command generates a new proposal to extend the given industry.
Parameters
extendConstruction:Engine.Entity— the entity Id of the industry that should be extendednumTrySlots:integer— the number of slots to try to extendnumKeepSlots:integer— the number of slots to keep after the extension
Returns
Command<CreateIndustryExtendProposalCommandData>— a newly created CreateIndustryExtendProposal command
Cmd.makeJournalBookAssetCmd🔗
function Cmd.makeJournalBookAssetCmd(player : Engine.Entity, entry : JournalEntry, position : Vec3f): Command<JournalBookAssetCommandData>
Makes a JournalBookAsset command.
When executed, the new journal entry is added to the players journal.
Parameters
player:Engine.Entity— the entity Id of the playerentry:JournalEntry— the entry to addposition:Vec3f— a position for the event
Returns
Command<JournalBookAssetCommandData>— a newly created JournalBookAsset command
Cmd.makeJournalClearAllCmd🔗
function Cmd.makeJournalClearAllCmd(): Command<JournalClearAllCommandData>
Makes a JournalClearAll command.
When executed, the journal and logbook is cleared
Returns
Command<JournalClearAllCommandData>— a newly created JournalClearAll command
Cmd.makeJournalLogEntryCmd🔗
function Cmd.makeJournalLogEntryCmd(entity : Engine.Entity, logNamesAndValues : {{string, integer, boolean}}): Command<JournalLogEntryCommandData>
Makes a JournalLogEntry command.
When executed, the log book value is logged.
Parameters
entity:Engine.Entity— the entity Id of the logbooklogNamesAndValues:{{string, integer, boolean}}— a list of log names and values to log, where each entry contains the log name, value and whether the value is incremental
Returns
Command<JournalLogEntryCommandData>— a newly created JournalLogEntry command
Cmd.makeLineCreateCmd🔗
function Cmd.makeLineCreateCmd(name : string, color : Vec3f, player : Engine.Entity, line : Engine.Component.Line): Command<LineCreateCommandData>
Makes a LineCreate command.
When executed, creates a new line with the given parameters.
Parameters
name:string— the name of the new linecolor:Vec3f— the color of the new lineplayer:Engine.Entity— the entity Id of the player owning the lineline:Engine.Component.Line— the configuration data for the line
Returns
Command<LineCreateCommandData>— a newly created LineCreate command
Cmd.makeLineDestroyCmd🔗
function Cmd.makeLineDestroyCmd(lineEntity : Engine.Entity): Command<LineDestroyCommandData>
Makes a LineDestroy command.
When executed, the line with the given entity Id is removed.
Parameters
lineEntity:Engine.Entity— the line that should be removed
Returns
Command<LineDestroyCommandData>— a newly created LineDestroy command
Cmd.makeLineUpdateCmd🔗
function Cmd.makeLineUpdateCmd(lineEntity : Engine.Entity, data : Engine.Component.Line): Command<LineUpdateCommandData>
Makes a LineUpdate command.
When executed, the line with the given entity Id is updated to the new line configuration.
Parameters
lineEntity:Engine.Entity— the entity Id of the line which should be updateddata:Engine.Component.Line— the new line configuration
Returns
Command<LineUpdateCommandData>— a newly created LineUpdate command
Cmd.makeScriptingSendEventCmd🔗
function Cmd.makeScriptingSendEventCmd(src : string, id : string, name : string, param : any): Command<ScriptingSendEventCommandData>
Makes a ScriptingSendEvent command.
When executed, a script event will be broadcasted to all scripts.
Parameters
src:string— the filename of the game_script that should be the pretended origin of the eventid:string— identifier of the element that caused the eventname:string— identifier of the event typeparam:any— parameters that depend on the context of the event
Returns
Command<ScriptingSendEventCommandData>— a newly created ScriptingSendEvent command
Cmd.makeStockListDiscardCargoCmd🔗
function Cmd.makeStockListDiscardCargoCmd(stockListEntity : Engine.Entity, stockIds : {StockId}, remainingTimeToDelivery : number): Command<StockListDiscardCargoCommandData>
Makes a StockListDiscardCargo command.
When executed, discards the cargo of the given stock list.
Parameters
stockListEntity:Engine.Entity— the entity Id of the stock liststockIds:{StockId}— the list of stock idsremainingTimeToDelivery:number— the time remaining to delivery
Returns
Command<StockListDiscardCargoCommandData>— a newly created StockListDiscardCargo command
Cmd.makeStockListSetStocksCargoTypeCmd🔗
function Cmd.makeStockListSetStocksCargoTypeCmd(stockListEntity : Engine.Entity, stockIds : {StockId}, cargoType : CargoTypeId): Command<StockListSetStocksCargoTypeCommandData>
Makes a StockListSetStocksCargoType command.
When executed, sets or resets the cargo type of the given stocks.
Parameters
stockListEntity:Engine.Entity— the entity Id of the stock liststockIds:{StockId}— the list of stock idscargoType:CargoTypeId— the cargo type to set, empty if the cargo type should be reset
Returns
Command<StockListSetStocksCargoTypeCommandData>— a newly created StockListSetStocksCargoType command
Cmd.makeStockListSetModifiersCmd🔗
function Cmd.makeStockListSetModifiersCmd(industryEntity : Engine.Entity, modifiers : Engine.Component.StockList.Modifiers): Command<StockListSetModifiersCommandData>
Makes a StockListSetModifiers command.
Allows changing some properties of industries
Parameters
industryEntity:Engine.Entity— the entity Id of the industry of which the departure mode is to be changedmodifiers:Engine.Component.StockList.Modifiers— a struct with the changes to the industry parameters
Returns
Command<StockListSetModifiersCommandData>— a newly created StockListSetModifiers command
Cmd.makeTownConnectWithIndustriesCmd🔗
function Cmd.makeTownConnectWithIndustriesCmd(townEntities : {Engine.Entity}, connections : {{integer, integer}}, keep : boolean): Command<TownConnectWithIndustriesCommandData>
Makes a TownConnectWithIndustries command.
When executed, the command generates a new street network connecting the given towns and all existing industries.
Parameters
townEntities:{Engine.Entity}— the entity Ids of the towns to connect togetherconnections:{{integer, integer}}— list with indices into the vector townEntities specifying which towns are to be connectedkeep:boolean— set to true if existing street connections should be kept, otherwise the streets will be removed
Returns
Command<TownConnectWithIndustriesCommandData>— a newly created TownConnectWithIndustries command
Cmd.makeTownAutoDetectConnectionsCmd🔗
function Cmd.makeTownAutoDetectConnectionsCmd(townEntities : {Engine.Entity}): Command
Makes a TownAutoDetectConnections command.
When executed, the command tries to detect if an existing connections between towns exists
Parameters
townEntities:{Engine.Entity}— the entity Ids of the towns to check for connections
Returns
Command— a newly created TownAutoDetectConnections command
Cmd.makeTownCreateCmd🔗
function Cmd.makeTownCreateCmd(towns : {TownInfo}): Command<TownCreateCommandData>
Makes a TownCreate command.
When executed, the command initiates the generation of new towns using information contained in TownInfo.
Parameters
towns:{TownInfo}— a list of town creation information, one for each new town
Returns
Command<TownCreateCommandData>— a newly created TownCreate command
Cmd.makeTownDestroyCmd🔗
function Cmd.makeTownDestroyCmd(townEntity : Engine.Entity): Command<TownDestroyCommandData>
Makes a TownDestroy command.
When executed, the town with the given entity Id is removed (all streets and buildings belonging to the town will be removed as well).
Parameters
townEntity:Engine.Entity— the entity Id of the town that should be removed
Returns
Command<TownDestroyCommandData>— a newly created TownDestroy command
Cmd.makeTownDevelopAtCmd🔗
function Cmd.makeTownDevelopAtCmd(position : Vec2f, developStreets : boolean, upgradeBuildings : boolean): Command<TownDevelopAtCommandData>
Makes a TownDevelopAt command.
When executed, the command triggers development of towns at the given position.
By developing towns, new buildings or street segments are added at the given position.
Parameters
position:Vec2f— the position where development should be triggereddevelopStreets:boolean— develop streetsupgradeBuildings:boolean— upgrade buildings
Returns
Command<TownDevelopAtCommandData>— a newly created TownDevelopAt command
Cmd.makeTownCustomDistributionWeightsCmd🔗
function Cmd.makeTownCustomDistributionWeightsCmd(townEntitiy : Engine.Entity, levelToCapacityDistributionWeights : {{number}}): Command<TownCustomDistributionWeightsCommandData>
Makes a TownCustomDistributionWeights command.
When executed, the command sets the level to capacities distribution weights for the town.
Parameters
townEntitiy:Engine.Entity— the entity Id of the townlevelToCapacityDistributionWeights:{{number}}— level to capacities distribution weights for each land use type
Returns
Command<TownCustomDistributionWeightsCommandData>— a newly created TownCustomDistributionWeights command
Cmd.makeTownSetDevelopmentActiveCmd🔗
function Cmd.makeTownSetDevelopmentActiveCmd(entity : Engine.Entity, developmentActive : boolean): Command<TownSetDevelopmentActiveCommandData>
Makes a TownSetDevelopmentActive command.
When executed, the command enables/disables the development of a town.
Parameters
entity:Engine.Entity— the entity Id of the towndevelopmentActive:boolean— signals whether the town development should be enabled/disabled
Returns
Command<TownSetDevelopmentActiveCommandData>— a newly created TownSetDevelopmentActive command
Cmd.makeTownSetInitialLandUseCapacitiesCmd🔗
function Cmd.makeTownSetInitialLandUseCapacitiesCmd(entity : Engine.Entity, landUseCapacities : {integer}): Command<TownSetInitialLandUseCapacitiesCommandData>
Makes a TownSetInitialLandUseCapacities command.
When executed, the town with the given entity Id is set to the given initial capacities.
Parameters
entity:Engine.Entity— the entity Id of the town that should be updatedlandUseCapacities:{integer}— initial capacities for the residential, commercial and industrial. If not provided, capacities are automatically updated
Returns
Command<TownSetInitialLandUseCapacitiesCommandData>— a newly created TownSetInitialLandUseCapacities command
Cmd.makeTownUpdateCargoNeedsCmd🔗
function Cmd.makeTownUpdateCargoNeedsCmd(entity : Engine.Entity, cargoNeeds : {{CargoTypeId}}, updateTownBuildings : boolean): Command<TownUpdateCargoNeedsCommandData>
Makes a TownUpdateCargoNeeds command.
When executed, the cargo needs of the town districts are updated to the provided needs.
Parameters
entity:Engine.Entity— the entity Id of the town that should be updatedcargoNeeds:{{CargoTypeId}}— a list of cargo type Ids for the needs of each of the three town districts residential, commercial and industrialupdateTownBuildings:boolean— whether to update all buildings immediately
Returns
Command<TownUpdateCargoNeedsCommandData>— a newly created TownUpdateCargoNeeds command
Cmd.makeTownUpdateSizeCmd🔗
function Cmd.makeTownUpdateSizeCmd(townEntity : Engine.Entity, sizeFactors : {number}, updateAllBuildings : boolean): Command<TownUpdateSizeCommandData>
Makes a TownUpdateSize command.
When executed, the town with the given entity Id is set to the given initial capacities.
Parameters
townEntity:Engine.Entity— the entity Id of the town that should be updatedsizeFactors:{number}— initial capacities for the residential, commercial and industrial districts of the townupdateAllBuildings:boolean— whether to update all buildings immediately
Returns
Command<TownUpdateSizeCommandData>— a newly created TownUpdateSize command
Cmd.makeTownBuildingSetBlockedDevelopmentCmd🔗
function Cmd.makeTownBuildingSetBlockedDevelopmentCmd(townBuildingEntity : Engine.Entity, blockedDevelopment : boolean): Command<TownBuildingSetBlockedDevelopment>
Makes a TownBuildingSetBlockedDevelopment command.
When executed, makes buildings "Historic" thatn cannot be changed
Parameters
townBuildingEntity:Engine.Entity— the entity Id of the town building that should be updatedblockedDevelopment:boolean— decides whether to prevent the town developer from changing building
Returns
Command<TownBuildingSetBlockedDevelopment>— a newly created TownBuildingSetBlockedDevelopment command
Cmd.makeVehicleBuyCmd🔗
function Cmd.makeVehicleBuyCmd(playerEntity : Engine.Entity, depotEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleBuyCommandData>
Makes a VehicleBuy command.
When executed, a new vehicle is bought and placed in the given depot.
Parameters
playerEntity:Engine.Entity— the entity Id of the playerdepotEntity:Engine.Entity— the entity Id of the depot in which the vehicle will appeartvc:TransportVehicleConfig— data containing information about the vehicle being purchased
Returns
Command<VehicleBuyCommandData>— a newly created VehicleBuy command
Cmd.makeVehicleReplaceCmd🔗
function Cmd.makeVehicleReplaceCmd(vehicleEntity : Engine.Entity, tvc : TransportVehicleConfig): Command<VehicleReplaceCommandData>
Makes a VehicleReplace command.
When executed, the vehicle with the given entity Id will be replaced by the new vehicle configuration.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle that should be replacedtvc:TransportVehicleConfig— data containing information about the new vehicle being purchased
Returns
Command<VehicleReplaceCommandData>— a newly created VehicleReplace command
Cmd.makeVehicleReverseCmd🔗
function Cmd.makeVehicleReverseCmd(vehicleEntity : Engine.Entity): Command<VehicleReverseCommandData>
Makes a VehicleReverse command.
When executed, the vehicle with the given entity Id will be reversed.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle that should be reversed
Returns
Command<VehicleReverseCommandData>— a newly created VehicleReverse command
Cmd.makeVehicleSellCmd🔗
function Cmd.makeVehicleSellCmd(vehicleEntities : {Engine.Entity}): Command<VehicleSellCommandData>
Makes a VehicleSell command.
When executed, the vehicle with the given entity Id will be sold.
Parameters
vehicleEntities:{Engine.Entity}— the entity ids of the vehicles which should be sold
Returns
Command<VehicleSellCommandData>— a newly created VehicleSell command
Cmd.makeVehicleSendToDepotCmd🔗
function Cmd.makeVehicleSendToDepotCmd(vehicleEntity : Engine.Entity, sellOnArrival : boolean, jumpToDepoEntity : Engine.Entity): Command<VehicleSendToDepotCommandData>
Makes a VehicleSendToDepot command.
When executed, the vehicle with the given entity Id will be sent to the nearest reachable depot and (optionally) be sold.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle that should be sent to the depotsellOnArrival:boolean— if set to true, the vehicle will be sold upon arrival at the depotjumpToDepoEntity:Engine.Entity— optional. If provided, then vehicle gets "teleported" to depot
Returns
Command<VehicleSendToDepotCommandData>— a newly created VehicleSendToDepot command
Cmd.makeVehicleSetLineCmd🔗
function Cmd.makeVehicleSetLineCmd(vehicleEntity : Engine.Entity, lineEntity : Engine.Entity, stopIndex : integer): Command<VehicleSetLineCommandData>
Makes a VehicleSetLine command.
When executed, the vehicle with the provided entity Id is assigned to the line with given entity Id and sent to the stop with the given index.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle that should be assigned to the linelineEntity:Engine.Entity— the entity Id of the line on which the vehicle should be sentstopIndex:integer— the position of the stop on the line to which the vehicle should be sent to
Returns
Command<VehicleSetLineCommandData>— a newly created VehicleSetLine command
Cmd.makeVehicleSetManualDepartureCmd🔗
function Cmd.makeVehicleSetManualDepartureCmd(vehicleEntity : Engine.Entity, manual : boolean): Command<VehicleSetManualDepartureCommandData>
Makes a VehicleSetManualDeparture command.
When an entity with component type TRANSPORT_VEHICLE is set to manual departure
it will not depart from the terminal under any circumstance (the callback will always return success).
If the entity is not a transport vehicle, the command callback will return False.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle of which the departure mode is to be changedmanual:boolean— whether the entity is managed or not
Returns
Command<VehicleSetManualDepartureCommandData>— a newly created VehicleSetManualDeparture command
Cmd.makeVehicleSetStoppedByUserCmd🔗
function Cmd.makeVehicleSetStoppedByUserCmd(vehicleEntity : Engine.Entity, stopped : boolean): Command<VehicleSetStoppedByUserCommandData>
Makes a VehicleSetStoppedByUser command.
When executed, the given vehicle is stopped or started as if the user controlled it in the vehicle dialog.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle that should be stopped or startedstopped:boolean— stopped true if the vehicle should be stopped
Returns
Command<VehicleSetStoppedByUserCommandData>— a newly created VehicleSetStoppedByUser command
Cmd.makeVehicleSetModifiersCmd🔗
function Cmd.makeVehicleSetModifiersCmd(vehicleEntity : Engine.Entity, modifiers : Engine.Component.TransportVehicle.Modifiers): Command<VehicleSetModifiersCommandData>
Makes a VehicleSetModifiers command.
Allows changing some properties of transport vehicles
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle of which the departure mode is to be changedmodifiers:Engine.Component.TransportVehicle.Modifiers— a struct with the changes to the transport vehicle parameters
Returns
Command<VehicleSetModifiersCommandData>— a newly created VehicleSetModifiers command
Cmd.makeVehicleTryToDepartCmd🔗
function Cmd.makeVehicleTryToDepartCmd(vehicleEntity : Engine.Entity): Command<VehicleTryToDepartCommandData>
Makes a VehicleTryToDepart command.
When executed, and the vehicle with entity Id is at the terminal, the vehicle will immediately close
the door and depart as soon as the doors are closed. The vehicle will ignore any departure condition and depart immediately.
The command callback will return success if the entity has a TRANSPORT_VEHICLE component and
is currently waiting at the terminal.
Parameters
vehicleEntity:Engine.Entity— the entity Id of the vehicle at terminal that should depart
Returns
Command<VehicleTryToDepartCommandData>— a newly created VehicleTryToDepart command
Cmd.makeWorldBuildProposalCmd(Proposal, any, boolean, boolean, boolean)[🔗](#$api.cmd~Cmd.makeWorldBuildProposalCmd(Proposal, any, boolean, boolean, boolean))
function Cmd.makeWorldBuildProposalCmd(Proposal, any, boolean, boolean, boolean)(proposal : Proposal, context : any, ignoreErrors : boolean, doDust : boolean, playerInitiated : boolean): Command<WorldBuildProposalCommandData>
Makes a WorldBuildProposal command. This command is used to create new constructions and new streets via scripting.
When executed, the given build proposal is built. The command might fail resulting in the proposal not being built.
Parameters
proposal:Proposal— a proposal containing a preview of the changes that will be applied with this commandcontext:any— a context with extra options for the proposalignoreErrors:boolean— a flag enabling the building of the proposal even if non-critical errors are triggereddoDust:boolean— whether dust effect should be createdplayerInitiated:boolean— whether the command was initiated by a player
Returns
Command<WorldBuildProposalCommandData>— a newly created WorldBuildProposal command
Cmd.makeWorldBuildProposalCmd(SimpleProposal, any, boolean, boolean, boolean)[🔗](#$api.cmd~Cmd.makeWorldBuildProposalCmd(SimpleProposal, any, boolean, boolean, boolean))
function Cmd.makeWorldBuildProposalCmd(SimpleProposal, any, boolean, boolean, boolean)(SimpleProposal, any, boolean, boolean, boolean): Command<WorldBuildProposalCommandData>
Parameters
SimpleProposalanybooleanbooleanboolean
Returns
Command<WorldBuildProposalCommandData>
Cmd.makeWorldChangeWindCmd🔗
function Cmd.makeWorldChangeWindCmd(emissionGridEntity : Engine.Entity, wind : Vec2f): Command<WorldChangeWindCommandData>
Makes a WorldChangeWind command.
When executed, the EmissionGrid with the given entity Id is updated to run with the new wind given.
Parameters
emissionGridEntity:Engine.Entity— the entity Id of the game's emission gridwind:Vec2f— the new wind
Returns
Command<WorldChangeWindCommandData>— a newly created WorldChangeWind command
Cmd.makeWorldReplaceTerrainCmd🔗
function Cmd.makeWorldReplaceTerrainCmd(map : GameMap, terrainConfig : BaseConfig.Terrain, seedText : string, worldEntity : Engine.Entity, keepAssets : boolean): Command<WorldReplaceTerrainCommandData>
Makes a WorldReplaceTerrain command.
When executed, the terrain is replaced. This is similar to the generation in map editor.
Parameters
map:GameMap— an object that specifies the data for the new terrain (heightmap, assets, water level...)terrainConfig:BaseConfig.Terrain— configuration parameters for the new terrainseedText:string— a seed for randomization purposesworldEntity:Engine.Entity— the entity Id of the world, usually 0keepAssets:boolean— if set to true, existing landscape assets are conserved
Returns
Command<WorldReplaceTerrainCommandData>— a newly created WorldReplaceTerrain command
Cmd.makeWorldSetBulldozableCmd🔗
function Cmd.makeWorldSetBulldozableCmd(entity : Engine.Entity, bulldozable : boolean): Command<WorldSetBulldozableCommandData>
Makes a WorldSetBulldozable command.
Sets whether an entity can be bulldozed or not.
Parameters
entity:Engine.Entity— entity IDbulldozable:boolean— whether bulldozeable or not
Returns
Command<WorldSetBulldozableCommandData>— a newly created WorldSetBulldozable command
Cmd.Debug🔗
record Cmd.Debug makeMaintenanceCostUpdateCmd: function(maintenanceCostEntity : Engine.Entity, amount : integer, reset : boolean): Command
makeSimPersonSetStateCmd: function(entity : Engine.Entity, simPersonState : integer): Command<SimPersonSetStateCommandDataDEBUG>
makeSimPersonSetHappiness: function(entity : Engine.Entity, happiness : number): Command
makeComponentExchangeCmd: function(entity : Engine.Entity, component : Engine.Component): Command<ComponentExchangeCommandDataDEBUG>
makeStockSetCargoAmountCmd: function(entity : Engine.Entity, stockId : StockId, amount : integer, cargoType : string): Command<StockSetCargoAmountCommandDataDEBUG>
makeGamePerformSimulationStepsCmd: function(amount : integer): Command<GamePerformSimulationStepsCommandDataDEBUG>
makeClearLogbooksCmd: function(towns : boolean): Command
end
Debug command helpers.
Cmd.Debug.makeMaintenanceCostUpdateCmd🔗
function Cmd.Debug.makeMaintenanceCostUpdateCmd(maintenanceCostEntity : Engine.Entity, amount : integer, reset : boolean): Command
Makes a MaintenanceCostUpdate command.
When executed, the maintenance cost amount is updated
Parameters
maintenanceCostEntity:Engine.Entity— the entity Id of the maintenance cost about to changeamount:integer— of the new maintenance costreset:boolean— the accumulated cost
Returns
Command— a newly created MaintenanceCostUpdate command
Cmd.Debug.makeSimPersonSetStateCmd🔗
function Cmd.Debug.makeSimPersonSetStateCmd(entity : Engine.Entity, simPersonState : integer): Command<SimPersonSetStateCommandDataDEBUG>
Sets the state of a simulated person.
Parameters
entity:Engine.Entity— the entity IdsimPersonState:integer— the new state
Returns
Command<SimPersonSetStateCommandDataDEBUG>— a newly created SimPersonSetState command
Cmd.Debug.makeSimPersonSetHappiness🔗
function Cmd.Debug.makeSimPersonSetHappiness(entity : Engine.Entity, happiness : number): Command
Sets the happiness value of a simulated person.
Parameters
entity:Engine.Entity— the entity Idhappiness:number— the new happiness value
Returns
Command— a newly created SimPersonSetHappiness command
Cmd.Debug.makeComponentExchangeCmd🔗
function Cmd.Debug.makeComponentExchangeCmd(entity : Engine.Entity, component : Engine.Component): Command<ComponentExchangeCommandDataDEBUG>
Replaces a component on an entity for debugging purposes.
Parameters
entity:Engine.Entity— the entity Idcomponent:Engine.Component— the component (EmissionEmitter or ModelInstanceList)
Returns
Command<ComponentExchangeCommandDataDEBUG>— a newly created ComponentExchange command
Cmd.Debug.makeStockSetCargoAmountCmd🔗
function Cmd.Debug.makeStockSetCargoAmountCmd(entity : Engine.Entity, stockId : StockId, amount : integer, cargoType : string): Command<StockSetCargoAmountCommandDataDEBUG>
Sets the cargo amount for a stock.
Parameters
entity:Engine.Entity— stocklist entitystockId:StockId— the stock IDamount:integer— the cargo amountcargoType:string— optional cargo type URI
Returns
Command<StockSetCargoAmountCommandDataDEBUG>— a newly created StockSetCargoAmount command
Cmd.Debug.makeGamePerformSimulationStepsCmd🔗
function Cmd.Debug.makeGamePerformSimulationStepsCmd(amount : integer): Command<GamePerformSimulationStepsCommandDataDEBUG>
Advances the simulation by a given number of steps.
Parameters
amount:integer— the number of steps
Returns
Command<GamePerformSimulationStepsCommandDataDEBUG>— a newly created GamePerformSimulationSteps command
Cmd.Debug.makeClearLogbooksCmd🔗
function Cmd.Debug.makeClearLogbooksCmd(towns : boolean): Command
Clears either town or global logbooks.
Parameters
towns:boolean— whether to clear town logbooks
Returns
Command— a newly created ClearLogbooks command
Cmd.debug🔗
Cmd.debug: Debug
Category: globals🔗
AnimalSetStateCommandData🔗
global record AnimalSetStateCommandData animalEntity: Engine.Entity
movementType: integer
targetChangedElapsed: number
invalidTileElapsed: number
movementSpeed: number
angularSpeed: number
end
Sends a command object to be executed later or immediately depending on the context.
AnimalSetStateCommandData.animalEntity🔗
AnimalSetStateCommandData.animalEntity: Engine.Entity
Entity id of the animal that should be updated.
AnimalSetStateCommandData.movementType🔗
AnimalSetStateCommandData.movementType: integer
the index of the configuration in the animals metadata movementTypes list
AnimalSetStateCommandData.targetChangedElapsed🔗
AnimalSetStateCommandData.targetChangedElapsed: number
Time since the current target destination was selected.
AnimalSetStateCommandData.invalidTileElapsed🔗
AnimalSetStateCommandData.invalidTileElapsed: number
Time since the animal got into an invalid area.
AnimalSetStateCommandData.movementSpeed🔗
AnimalSetStateCommandData.movementSpeed: number
speed that should be used.
AnimalSetStateCommandData.angularSpeed🔗
AnimalSetStateCommandData.angularSpeed: number
angularSpeed angular speed that should be used.
AnimalSpawnAtCommandData🔗
global record AnimalSpawnAtCommandData modelId: integer
position: Vec2f
lookAt: Vec2f
resultEntity: Engine.Entity
end
Command data for cmd.makeAnimalSpawnAtCmd.
AnimalSpawnAtCommandData.modelId🔗
AnimalSpawnAtCommandData.modelId: integer
reference to the animal model that should be spawned.
AnimalSpawnAtCommandData.position🔗
AnimalSpawnAtCommandData.position: Vec2f
position coordinates of the position where the animal should be spawned.
AnimalSpawnAtCommandData.lookAt🔗
AnimalSpawnAtCommandData.lookAt: Vec2f
lookAt the direction the animal is looking.
AnimalSpawnAtCommandData.resultEntity🔗
AnimalSpawnAtCommandData.resultEntity: Engine.Entity
resultEntity The entity id of the spawned animal, used as a result only.
Command🔗
global record Command<T is ICommandData>end
Command object sent via cmd.sendCommand.
Type Parameters
T( isICommandData)
ComponentExchangeCommandDataDEBUG🔗
global record ComponentExchangeCommandDataDEBUG entity: Engine.Entity
component: Engine.Component
end
ComponentExchangeCommandDataDEBUG.entity🔗
ComponentExchangeCommandDataDEBUG.entity: Engine.Entity
ComponentExchangeCommandDataDEBUG.component🔗
ComponentExchangeCommandDataDEBUG.component: Engine.Component
CreateIndustryExtendProposalCommandData🔗
global record CreateIndustryExtendProposalCommandData extendConstruction: Engine.Entity
numTrySlots: integer
numKeepSlots: integer
resultProposal: Proposal
resultCollidingSubconstructions: {integer}
end
Command data for cmd.makeCreateIndustryExtendProposalCmd.
CreateIndustryExtendProposalCommandData.extendConstruction🔗
CreateIndustryExtendProposalCommandData.extendConstruction: Engine.Entity
Entity id of the industry that should be extended.
CreateIndustryExtendProposalCommandData.numTrySlots🔗
CreateIndustryExtendProposalCommandData.numTrySlots: integer
Number of slots to try to extend.
CreateIndustryExtendProposalCommandData.numKeepSlots🔗
CreateIndustryExtendProposalCommandData.numKeepSlots: integer
Number of slots to keep after the extension.
CreateIndustryExtendProposalCommandData.resultProposal🔗
CreateIndustryExtendProposalCommandData.resultProposal: Proposal
The resulting proposal generated by the command (result only).
CreateIndustryExtendProposalCommandData.resultCollidingSubconstructions🔗
CreateIndustryExtendProposalCommandData.resultCollidingSubconstructions: {integer}
The resulting colliding subconstructions generated by the command (result only).
CustomEntityCreateCommandData🔗
global record CustomEntityCreateCommandData modelId: integer
resultEntity: Engine.Entity
end
Command data for cmd.makeCustomEntityCreateCmd.
CustomEntityCreateCommandData.modelId🔗
CustomEntityCreateCommandData.modelId: integer
Model id of the custom entity.
CustomEntityCreateCommandData.resultEntity🔗
CustomEntityCreateCommandData.resultEntity: Engine.Entity
Created entity id (result only).
CustomEntityDestroyCommandData🔗
global record CustomEntityDestroyCommandData entity: Engine.Entity
end
Command data for cmd.makeCustomEntityDestroyCmd.
CustomEntityDestroyCommandData.entity🔗
CustomEntityDestroyCommandData.entity: Engine.Entity
Entity id of the custom entity.
CustomEntityUpdateStateCommandData🔗
global record CustomEntityUpdateStateCommandData entity: Engine.Entity
customState: {<any type> : <any type>}
end
Command data for cmd.makeCustomEntityUpdateStateCmd.
CustomEntityUpdateStateCommandData.entity🔗
CustomEntityUpdateStateCommandData.entity: Engine.Entity
Entity id of the custom entity.
CustomEntityUpdateStateCommandData.customState🔗
CustomEntityUpdateStateCommandData.customState: {<any type> : <any type>}
New custom state.
CustomEntityUpdateTransformationCommandData🔗
global record CustomEntityUpdateTransformationCommandData entity: Engine.Entity
transf: Mat4f
end
Command data for cmd.makeCustomEntityUpdateTransformationCmd.
CustomEntityUpdateTransformationCommandData.entity🔗
CustomEntityUpdateTransformationCommandData.entity: Engine.Entity
Entity id of the custom entity.
CustomEntityUpdateTransformationCommandData.transf🔗
CustomEntityUpdateTransformationCommandData.transf: Mat4f
New transformation.
CustomVehicleCreateCommandData🔗
global record CustomVehicleCreateCommandData vehicleEntity: Engine.Entity
carrier: Carrier
vehicles: {{integer, boolean}}
movePathAircraft: Engine.Component.MovePathAircraft
resultEntity: Engine.Entity
end
Command data for cmd.makeCustomVehicleCreateOrUpdateCmd.
CustomVehicleCreateCommandData.vehicleEntity🔗
CustomVehicleCreateCommandData.vehicleEntity: Engine.Entity
CustomVehicleCreateCommandData.carrier🔗
CustomVehicleCreateCommandData.carrier: Carrier
Model id of the custom entity.
CustomVehicleCreateCommandData.vehicles🔗
CustomVehicleCreateCommandData.vehicles: {{integer, boolean}}
List of carriages to add to the vehicles (model id and reversed status)
CustomVehicleCreateCommandData.movePathAircraft🔗
CustomVehicleCreateCommandData.movePathAircraft: Engine.Component.MovePathAircraft
The move path for aircraft and ships (not all members are utilized, path0 and 2 must be empty and must be in flight state)
CustomVehicleCreateCommandData.resultEntity🔗
CustomVehicleCreateCommandData.resultEntity: Engine.Entity
Created entity id (result only).
EntitySetColorCommandData🔗
global record EntitySetColorCommandData entity: Engine.Entity
color: Vec3f
end
Command data for cmd.makeEntitySetColorCmd.
EntitySetColorCommandData.entity🔗
EntitySetColorCommandData.entity: Engine.Entity
Entity id.
EntitySetColorCommandData.color🔗
EntitySetColorCommandData.color: Vec3f
RGB color.
EntitySetEmissionsCommandData🔗
global record EntitySetEmissionsCommandData entity: Engine.Entity
noisePower: number
pollutionPower: number
radius: number
end
Command data for cmd.makeEntitySetEmissionsCmd.
EntitySetEmissionsCommandData.entity🔗
EntitySetEmissionsCommandData.entity: Engine.Entity
Entity id of the emission emitter.
EntitySetEmissionsCommandData.noisePower🔗
EntitySetEmissionsCommandData.noisePower: number
Noise in power.
EntitySetEmissionsCommandData.pollutionPower🔗
EntitySetEmissionsCommandData.pollutionPower: number
Pollution in power.
EntitySetEmissionsCommandData.radius🔗
EntitySetEmissionsCommandData.radius: number
Emission radius in meters.
EntitySetNameCommandData🔗
global record EntitySetNameCommandData entity: Engine.Entity
name: string
end
Command data for cmd.makeEntitySetNameCmd.
EntitySetNameCommandData.entity🔗
EntitySetNameCommandData.entity: Engine.Entity
id of the entity that should be renamed.
EntitySetNameCommandData.name🔗
EntitySetNameCommandData.name: string
the name that should be set.
EntitySetPlayerCommandData🔗
global record EntitySetPlayerCommandData entity: Engine.Entity
playerEntity: Engine.Entity
end
Command data for cmd.makeEntitySetPlayerCmd.
EntitySetPlayerCommandData.entity🔗
EntitySetPlayerCommandData.entity: Engine.Entity
Entity id for which the player will be assigned.
EntitySetPlayerCommandData.playerEntity🔗
EntitySetPlayerCommandData.playerEntity: Engine.Entity
Player entity id.
GameAddPlayerCommandData🔗
global record GameAddPlayerCommandData name: string
color: Vec3f
resultEntity: Engine.Entity
end
Command data for cmd.makeGameAddPlayerCmd.
GameAddPlayerCommandData.name🔗
GameAddPlayerCommandData.name: string
Player name.
GameAddPlayerCommandData.color🔗
GameAddPlayerCommandData.color: Vec3f
Player color.
GameAddPlayerCommandData.resultEntity🔗
GameAddPlayerCommandData.resultEntity: Engine.Entity
Created player entity id (result only).
GamePerformSimulationStepsCommandDataDEBUG🔗
global record GamePerformSimulationStepsCommandDataDEBUG amount: integer
end
GamePerformSimulationStepsCommandDataDEBUG.amount🔗
GamePerformSimulationStepsCommandDataDEBUG.amount: integer
GameSaveCommandData🔗
global record GameSaveCommandData modDescs: {Mod.GameModDesc}
configData: {<any type> : <any type>}
guiSaveData: {<any type> : <any type>}
fileName: string
isAutosave: boolean
isMapsave: boolean
screenshot: GameScreenshot
error: integer
end
Command data for saving the game.
GameSaveCommandData.modDescs🔗
GameSaveCommandData.modDescs: {Mod.GameModDesc}
GameSaveCommandData.configData🔗
GameSaveCommandData.configData: {<any type> : <any type>}
GameSaveCommandData.guiSaveData🔗
GameSaveCommandData.guiSaveData: {<any type> : <any type>}
GameSaveCommandData.fileName🔗
GameSaveCommandData.fileName: string
GameSaveCommandData.isAutosave🔗
GameSaveCommandData.isAutosave: boolean
GameSaveCommandData.isMapsave🔗
GameSaveCommandData.isMapsave: boolean
GameSaveCommandData.screenshot🔗
GameSaveCommandData.screenshot: GameScreenshot
GameSaveCommandData.error🔗
GameSaveCommandData.error: integer
GameSetCalendarSpeedCommandData🔗
global record GameSetCalendarSpeedCommandData millisPerDay: integer
end
Command data for cmd.makeGameSetCalendarSpeedCmd.
GameSetCalendarSpeedCommandData.millisPerDay🔗
GameSetCalendarSpeedCommandData.millisPerDay: integer
Day length in milliseconds.
GameSetCloudCoverageCommandData🔗
global record GameSetCloudCoverageCommandData cloudCoverage: number
end
Command data for cmd.makeGameSetCloudCoverageCmd.
GameSetCloudCoverageCommandData.cloudCoverage🔗
GameSetCloudCoverageCommandData.cloudCoverage: number
new cloud coverage.
GameSetDateCommandData🔗
global record GameSetDateCommandData date: Date
end
Command data for cmd.makeGameSetDateCmd.
GameSetDateCommandData.date🔗
GameSetDateCommandData.date: Date
New date.
GameSetSpeedCommandData🔗
global record GameSetSpeedCommandData speedup: integer
end
Command data for cmd.makeGameSetSpeedCmd.
GameSetSpeedCommandData.speedup🔗
GameSetSpeedCommandData.speedup: integer
Simulation speed.
GameSetTimeOfDayCommandData🔗
global record GameSetTimeOfDayCommandData timeOfDaySec: integer
end
Command data for cmd.makeGameSetTimeOfDayCmd.
GameSetTimeOfDayCommandData.timeOfDaySec🔗
GameSetTimeOfDayCommandData.timeOfDaySec: integer
Time of day in seconds.
ICommandData🔗
global interface ICommandDataend
Marker interface for command data payloads.
IndustrySetDespawnTimeCommandData🔗
global record IndustrySetDespawnTimeCommandData entity: Engine.Entity
timeStamp: integer
end
Command data for cmd.makeIndustrySetDespawnTimeCmd._
IndustrySetDespawnTimeCommandData.entity🔗
IndustrySetDespawnTimeCommandData.entity: Engine.Entity
of the building entity of which the despawn timeStamp should change.
IndustrySetDespawnTimeCommandData.timeStamp🔗
IndustrySetDespawnTimeCommandData.timeStamp: integer
time after which the building should be closed.
IndustrySetManualDevelopmentCommandData🔗
global record IndustrySetManualDevelopmentCommandData entity: Engine.Entity
manual: boolean
end
Command data for cmd.makeIndustrySetManualDevelopmentCmd.
IndustrySetManualDevelopmentCommandData.entity🔗
IndustrySetManualDevelopmentCommandData.entity: Engine.Entity
Industry entity id.
IndustrySetManualDevelopmentCommandData.manual🔗
IndustrySetManualDevelopmentCommandData.manual: boolean
manual whether the entity should manually be developed.
JournalBookAssetCommandData🔗
global record JournalBookAssetCommandData playerEntity: Engine.Entity
journalEntry: JournalEntry
position: Vec3f
end
Command data for cmd.makeJournalBookAssetCmd.
JournalBookAssetCommandData.playerEntity🔗
JournalBookAssetCommandData.playerEntity: Engine.Entity
Player entity id.
JournalBookAssetCommandData.journalEntry🔗
JournalBookAssetCommandData.journalEntry: JournalEntry
Journal entry to add.
JournalBookAssetCommandData.position🔗
JournalBookAssetCommandData.position: Vec3f
World position of the journal entry.
JournalClearAllCommandData🔗
global record JournalClearAllCommandDataend
Command data for cmd.makeJournalClearAllCmd.
JournalLogEntryCommandData🔗
global record JournalLogEntryCommandData entity: Engine.Entity
logName: string
time: number
value: integer
end
Command data for cmd.makeJournalLogEntryCmd.
JournalLogEntryCommandData.entity🔗
JournalLogEntryCommandData.entity: Engine.Entity
Entity to log on.
JournalLogEntryCommandData.logName🔗
JournalLogEntryCommandData.logName: string
Log name.
JournalLogEntryCommandData.time🔗
JournalLogEntryCommandData.time: number
Log time.
JournalLogEntryCommandData.value🔗
JournalLogEntryCommandData.value: integer
Log value.
LineCreateCommandData🔗
global record LineCreateCommandData line: Engine.Component.Line
name: Engine.Component.Name
color: Engine.Component.Color
playerOwned: Engine.Component.PlayerOwned
resultEntity: Engine.Entity
end
Command data for cmd.makeLineCreateCmd.
LineCreateCommandData.line🔗
LineCreateCommandData.line: Engine.Component.Line
Line configuration.
LineCreateCommandData.name🔗
LineCreateCommandData.name: Engine.Component.Name
new name component of the line.
LineCreateCommandData.color🔗
LineCreateCommandData.color: Engine.Component.Color
new color component of the line.
LineCreateCommandData.playerOwned🔗
LineCreateCommandData.playerOwned: Engine.Component.PlayerOwned
new player owned component of the line.
LineCreateCommandData.resultEntity🔗
LineCreateCommandData.resultEntity: Engine.Entity
Created line entity id (result only).
LineDestroyCommandData🔗
global record LineDestroyCommandData lineEntity: Engine.Entity
end
Command data for cmd.makeLineDestroyCmd.
LineDestroyCommandData.lineEntity🔗
LineDestroyCommandData.lineEntity: Engine.Entity
Line entity id.
LineUpdateCommandData🔗
global record LineUpdateCommandData lineEntity: Engine.Entity
line: Engine.Component.Line
end
Command data for cmd.makeLineUpdateCmd.
LineUpdateCommandData.lineEntity🔗
LineUpdateCommandData.lineEntity: Engine.Entity
Line entity id.
LineUpdateCommandData.line🔗
LineUpdateCommandData.line: Engine.Component.Line
New line component.
MaintenanceCostUpdateCommandDataDEBUG🔗
global record MaintenanceCostUpdateCommandDataDEBUG maintenanceCostEntity: Engine.Entity
amount: integer
resetAccumulatedCost: boolean
end
Command data to set new maintenance cost (debug).
MaintenanceCostUpdateCommandDataDEBUG.maintenanceCostEntity🔗
MaintenanceCostUpdateCommandDataDEBUG.maintenanceCostEntity: Engine.Entity
The entity id of the maintenance cost
MaintenanceCostUpdateCommandDataDEBUG.amount🔗
MaintenanceCostUpdateCommandDataDEBUG.amount: integer
The new maintenance cost amount
MaintenanceCostUpdateCommandDataDEBUG.resetAccumulatedCost🔗
MaintenanceCostUpdateCommandDataDEBUG.resetAccumulatedCost: boolean
Whether to clean the accumulated cost
ScriptingSendEventCommandData🔗
global record ScriptingSendEventCommandData fileName: string
id: string
name: string
param: any
end
Command data for cmd.makeScriptingSendEventCmd.
ScriptingSendEventCommandData.fileName🔗
ScriptingSendEventCommandData.fileName: string
Filename of the game script that should be the pretended origin of the event.
ScriptingSendEventCommandData.id🔗
ScriptingSendEventCommandData.id: string
Identifier of the element that caused the event.
ScriptingSendEventCommandData.name🔗
ScriptingSendEventCommandData.name: string
Identifier of the event type.
ScriptingSendEventCommandData.param🔗
ScriptingSendEventCommandData.param: any
Parameters that depend on the context of the event.
SimPersonSetStateCommandDataDEBUG🔗
global record SimPersonSetStateCommandDataDEBUG entity: Engine.Entity
type: integer
end
SimPersonSetStateCommandDataDEBUG.entity🔗
SimPersonSetStateCommandDataDEBUG.entity: Engine.Entity
SimPersonSetStateCommandDataDEBUG.type🔗
SimPersonSetStateCommandDataDEBUG.type: integer
StockListDiscardCargoCommandData🔗
global record StockListDiscardCargoCommandData stockListEntity: Engine.Entity
stockIds: {StockId}
remainingTimeToDelivery: number
end
Command data for cmd.makeStockListDiscardCargoCmd.
StockListDiscardCargoCommandData.stockListEntity🔗
StockListDiscardCargoCommandData.stockListEntity: Engine.Entity
Stock list entity id.
StockListDiscardCargoCommandData.stockIds🔗
StockListDiscardCargoCommandData.stockIds: {StockId}
Stock ids to discard.
StockListDiscardCargoCommandData.remainingTimeToDelivery🔗
StockListDiscardCargoCommandData.remainingTimeToDelivery: number
Time until the cargo is delivered.
StockListSetModifiersCommandData🔗
global record StockListSetModifiersCommandData entity: Engine.Entity
modifiers: Engine.Component.StockList.Modifiers
end
Command data for cmd.makeStockListSetModifiersCmd.
StockListSetModifiersCommandData.entity🔗
StockListSetModifiersCommandData.entity: Engine.Entity
Id of the industry entity of which the departure mode should change.
StockListSetModifiersCommandData.modifiers🔗
StockListSetModifiersCommandData.modifiers: Engine.Component.StockList.Modifiers
a struct containing all modifiers applied to the industry.
StockListSetStocksCargoTypeCommandData🔗
global record StockListSetStocksCargoTypeCommandData stockListEntity: Engine.Entity
stockIds: {StockId}
cargoType: CargoTypeId
end
Command data for cmd.makeStockListSetStocksCargoTypeCmd.
StockListSetStocksCargoTypeCommandData.stockListEntity🔗
StockListSetStocksCargoTypeCommandData.stockListEntity: Engine.Entity
Stock list entity id.
StockListSetStocksCargoTypeCommandData.stockIds🔗
StockListSetStocksCargoTypeCommandData.stockIds: {StockId}
a list of stock ids to set the cargo type
StockListSetStocksCargoTypeCommandData.cargoType🔗
StockListSetStocksCargoTypeCommandData.cargoType: CargoTypeId
cargoType the cargo type to set, empty to reset
StockSetCargoAmountCommandDataDEBUG🔗
global record StockSetCargoAmountCommandDataDEBUG stockListEntity: Engine.Entity
stock: StockId
amount: integer
cargoType: ResName
end
StockSetCargoAmountCommandDataDEBUG.stockListEntity🔗
StockSetCargoAmountCommandDataDEBUG.stockListEntity: Engine.Entity
StockSetCargoAmountCommandDataDEBUG.stock🔗
StockSetCargoAmountCommandDataDEBUG.stock: StockId
StockSetCargoAmountCommandDataDEBUG.amount🔗
StockSetCargoAmountCommandDataDEBUG.amount: integer
StockSetCargoAmountCommandDataDEBUG.cargoType🔗
StockSetCargoAmountCommandDataDEBUG.cargoType: ResName
TownAutoDetectConnectionsCommandData🔗
global record TownAutoDetectConnectionsCommandData townEntities: {Engine.Entity}
end
Command to automatically detect connection existing between towns.
TownAutoDetectConnectionsCommandData.townEntities🔗
TownAutoDetectConnectionsCommandData.townEntities: {Engine.Entity}
Entity ids of the towns to detect connections for.
TownBuildingSetBlockedDevelopment🔗
global record TownBuildingSetBlockedDevelopment townBuildingEntity: Engine.Entity
blockedDevelopment: boolean
end
TownBuildingSetBlockedDevelopment.townBuildingEntity🔗
TownBuildingSetBlockedDevelopment.townBuildingEntity: Engine.Entity
Town building entity id.
TownBuildingSetBlockedDevelopment.blockedDevelopment🔗
TownBuildingSetBlockedDevelopment.blockedDevelopment: boolean
Whether to prevent the town developer from changing the town building
TownConnectWithIndustriesCommandData🔗
global record TownConnectWithIndustriesCommandData townEntities: {Engine.Entity}
connections: {{integer, integer}}
keep: boolean
end
Command data for cmd.makeTownConnectWithIndustriesCmd.
TownConnectWithIndustriesCommandData.townEntities🔗
TownConnectWithIndustriesCommandData.townEntities: {Engine.Entity}
Town entity ids to connect.
TownConnectWithIndustriesCommandData.connections🔗
TownConnectWithIndustriesCommandData.connections: {{integer, integer}}
Connections as pairs of indices into townEntities for start and end destinations
TownConnectWithIndustriesCommandData.keep🔗
TownConnectWithIndustriesCommandData.keep: boolean
Whether to keep existing street connections.
TownCreateCommandData🔗
global record TownCreateCommandData towns: {TownInfo}
updateInitialLandUseCapacities: boolean
end
Command data for cmd.makeTownCreateCmd.
TownCreateCommandData.towns🔗
TownCreateCommandData.towns: {TownInfo}
Town creation information.
TownCreateCommandData.updateInitialLandUseCapacities🔗
TownCreateCommandData.updateInitialLandUseCapacities: boolean
Whether to update initial land use capacities.
TownCustomDistributionWeightsCommandData🔗
global record TownCustomDistributionWeightsCommandData townEntity: Engine.Entity
levelToCapacityDistributionWeights: {{number, number, number, number}, {number, number, number, number}, {number, number, number, number}}
end
Command data for cmd.makeTownCustomDistributionWeightsCmd.
TownCustomDistributionWeightsCommandData.townEntity🔗
TownCustomDistributionWeightsCommandData.townEntity: Engine.Entity
Town entity id.
TownCustomDistributionWeightsCommandData.levelToCapacityDistributionWeights🔗
TownCustomDistributionWeightsCommandData.levelToCapacityDistributionWeights: {{number, number, number, number}, {number, number, number, number}, {number, number, number, number}}
Level-to-capacity distribution weights for each land use type.
TownDestroyCommandData🔗
global record TownDestroyCommandData townEntity: Engine.Entity
end
Command data for cmd.makeTownDestroyCmd.
TownDestroyCommandData.townEntity🔗
TownDestroyCommandData.townEntity: Engine.Entity
Town entity id.
TownDevelopAtCommandData🔗
global record TownDevelopAtCommandData position: Vec2f
developStreets: boolean
upgradeBuildings: boolean
end
Command data for cmd.makeTownDevelopAtCmd.
TownDevelopAtCommandData.position🔗
TownDevelopAtCommandData.position: Vec2f
World position where development should be triggered.
TownDevelopAtCommandData.developStreets🔗
TownDevelopAtCommandData.developStreets: boolean
Whether to develop streets.
TownDevelopAtCommandData.upgradeBuildings🔗
TownDevelopAtCommandData.upgradeBuildings: boolean
Whether to upgrade buildings.
TownSetDevelopmentActiveCommandData🔗
global record TownSetDevelopmentActiveCommandData townEntity: Engine.Entity
developmentActive: boolean
end
Command data for cmd.makeTownSetDevelopmentActiveCmd.
TownSetDevelopmentActiveCommandData.townEntity🔗
TownSetDevelopmentActiveCommandData.townEntity: Engine.Entity
Town entity id.
TownSetDevelopmentActiveCommandData.developmentActive🔗
TownSetDevelopmentActiveCommandData.developmentActive: boolean
Whether development should be set to active or inactive.
TownSetInitialLandUseCapacitiesCommandData🔗
global record TownSetInitialLandUseCapacitiesCommandData townEntity: Engine.Entity
initialLandUseCapacities: {integer}
end
Command data for cmd.makeTownSetInitialLandUseCapacitiesCmd.
TownSetInitialLandUseCapacitiesCommandData.townEntity🔗
TownSetInitialLandUseCapacitiesCommandData.townEntity: Engine.Entity
Town entity id.
TownSetInitialLandUseCapacitiesCommandData.initialLandUseCapacities🔗
TownSetInitialLandUseCapacitiesCommandData.initialLandUseCapacities: {integer}
Initial capacities for the three land use types (residential, commercial and industrial).
TownUpdateCargoNeedsCommandData🔗
global record TownUpdateCargoNeedsCommandData townEntity: Engine.Entity
cargoNeeds: {{CargoTypeId}}
updateTownBuildings: boolean
end
Command data for cmd.makeTownUpdateCargoNeedsCmd.
TownUpdateCargoNeedsCommandData.townEntity🔗
TownUpdateCargoNeedsCommandData.townEntity: Engine.Entity
Town entity id.
TownUpdateCargoNeedsCommandData.cargoNeeds🔗
TownUpdateCargoNeedsCommandData.cargoNeeds: {{CargoTypeId}}
Cargo needs per district (residential/commercial/industrial).
TownUpdateCargoNeedsCommandData.updateTownBuildings🔗
TownUpdateCargoNeedsCommandData.updateTownBuildings: boolean
Whether to update all buildings to their target capacity.
TownUpdateSizeCommandData🔗
global record TownUpdateSizeCommandData townEntity: Engine.Entity
landUseSizeFactors: {number}
updateAllBuildings: boolean
end
Command data for cmd.makeTownUpdateSizeCmd.
TownUpdateSizeCommandData.townEntity🔗
TownUpdateSizeCommandData.townEntity: Engine.Entity
Town entity id.
TownUpdateSizeCommandData.landUseSizeFactors🔗
TownUpdateSizeCommandData.landUseSizeFactors: {number}
Size factors for residential/commercial/industrial.
TownUpdateSizeCommandData.updateAllBuildings🔗
TownUpdateSizeCommandData.updateAllBuildings: boolean
Whether to update all buildings to their target capacity.
VehicleBuyCommandData🔗
global record VehicleBuyCommandData playerEntity: Engine.Entity
depotEntity: Engine.Entity
config: TransportVehicleConfig
resultVehicleEntity: Engine.Entity
end
Command data for cmd.makeVehicleBuyCmd.
VehicleBuyCommandData.playerEntity🔗
VehicleBuyCommandData.playerEntity: Engine.Entity
Player entity id.
VehicleBuyCommandData.depotEntity🔗
VehicleBuyCommandData.depotEntity: Engine.Entity
Depot entity id.
VehicleBuyCommandData.config🔗
VehicleBuyCommandData.config: TransportVehicleConfig
config data containing information about the vehicle being purchased.
VehicleBuyCommandData.resultVehicleEntity🔗
VehicleBuyCommandData.resultVehicleEntity: Engine.Entity
the entity id of the new vehicle, used only as output when the command is successful.
VehicleReplaceCommandData🔗
global record VehicleReplaceCommandData vehicleEntity: Engine.Entity
config: TransportVehicleConfig
applyPurchaseCost: boolean
end
Command data for cmd.makeVehicleReplaceCmd.
VehicleReplaceCommandData.vehicleEntity🔗
VehicleReplaceCommandData.vehicleEntity: Engine.Entity
Vehicle entity id.
VehicleReplaceCommandData.config🔗
VehicleReplaceCommandData.config: TransportVehicleConfig
Bew ransport vehicle configuration.
VehicleReplaceCommandData.applyPurchaseCost🔗
VehicleReplaceCommandData.applyPurchaseCost: boolean
Whether to apply the purchase cost of the new vehicle.
VehicleReverseCommandData🔗
global record VehicleReverseCommandData vehicleEntity: Engine.Entity
end
Command data for cmd.makeVehicleReverseCmd.
VehicleReverseCommandData.vehicleEntity🔗
VehicleReverseCommandData.vehicleEntity: Engine.Entity
Vehicle entity id of the vehicle that should be reversed
VehicleSellCommandData🔗
global record VehicleSellCommandData vehicleEntities: {Engine.Entity}
end
Command data for cmd.makeVehicleSellCmd.
VehicleSellCommandData.vehicleEntities🔗
VehicleSellCommandData.vehicleEntities: {Engine.Entity}
Vehicle entity ids.
VehicleSendToDepotCommandData🔗
global record VehicleSendToDepotCommandData vehicleEntity: Engine.Entity
sellOnArrival: boolean
jumpToDepotEntity: Engine.Entity
end
Command data for cmd.makeVehicleSendToDepotCmd.
VehicleSendToDepotCommandData.vehicleEntity🔗
VehicleSendToDepotCommandData.vehicleEntity: Engine.Entity
Vehicle entity id.
VehicleSendToDepotCommandData.sellOnArrival🔗
VehicleSendToDepotCommandData.sellOnArrival: boolean
if set to true, the vehicle will be sold upon arrival at the depot
VehicleSendToDepotCommandData.jumpToDepotEntity🔗
VehicleSendToDepotCommandData.jumpToDepotEntity: Engine.Entity
VehicleSetLineCommandData🔗
global record VehicleSetLineCommandData vehicleEntity: Engine.Entity
lineEntity: Engine.Entity
stopIndex: integer
end
Command data for cmd.makeVehicleSetLineCmd.
VehicleSetLineCommandData.vehicleEntity🔗
VehicleSetLineCommandData.vehicleEntity: Engine.Entity
Vehicle entity id.
VehicleSetLineCommandData.lineEntity🔗
VehicleSetLineCommandData.lineEntity: Engine.Entity
id of the line on which the vehicle should be sent
VehicleSetLineCommandData.stopIndex🔗
VehicleSetLineCommandData.stopIndex: integer
the position of the stop on the line to which the vehicle should be sent
VehicleSetManualDepartureCommandData🔗
global record VehicleSetManualDepartureCommandData entity: Engine.Entity
manual: boolean
end
Command data for cmd.makeVehicleSetManualDepartureCmd.
VehicleSetManualDepartureCommandData.entity🔗
VehicleSetManualDepartureCommandData.entity: Engine.Entity
Id of the vehicle entity of which the departure mode should change
VehicleSetManualDepartureCommandData.manual🔗
VehicleSetManualDepartureCommandData.manual: boolean
manual whether the entity should wait at the terminal or not
VehicleSetModifiersCommandData🔗
global record VehicleSetModifiersCommandData entity: Engine.Entity
modifiers: Engine.Component.TransportVehicle.Modifiers
end
Command data for cmd.makeVehicleSetModifiersCmd.
VehicleSetModifiersCommandData.entity🔗
VehicleSetModifiersCommandData.entity: Engine.Entity
Id of the vehicle entity of which the departure mode should change
VehicleSetModifiersCommandData.modifiers🔗
VehicleSetModifiersCommandData.modifiers: Engine.Component.TransportVehicle.Modifiers
a struct containing all modifiers applied to the vehicle
VehicleSetStoppedByUserCommandData🔗
global record VehicleSetStoppedByUserCommandData vehicleEntity: Engine.Entity
userStopped: boolean
end
Command data for cmd.makeVehicleSetStoppedByUserCmd.
VehicleSetStoppedByUserCommandData.vehicleEntity🔗
VehicleSetStoppedByUserCommandData.vehicleEntity: Engine.Entity
id of the vehicle that should be stopped or started
VehicleSetStoppedByUserCommandData.userStopped🔗
VehicleSetStoppedByUserCommandData.userStopped: boolean
true if the vehicle should be stopped
VehicleTryToDepartCommandData🔗
global record VehicleTryToDepartCommandData vehicleEntity: Engine.Entity
end
Command data for cmd.makeVehicleTryToDepartCmd.
VehicleTryToDepartCommandData.vehicleEntity🔗
VehicleTryToDepartCommandData.vehicleEntity: Engine.Entity
id of the vehicle that should be stopped or started
WorldBuildProposalCommandData🔗
global record WorldBuildProposalCommandData proposal: Proposal
context: Context
withCostRep: boolean
ignoreErrors: boolean
resultProposalData: ProposalData
resultEntities: {{Engine.Entity, Engine.Revision}}
doDust: boolean
end
Command data for cmd.makeWorldBuildProposalCmd.
WorldBuildProposalCommandData.proposal🔗
WorldBuildProposalCommandData.proposal: Proposal
The definition of the proposal
WorldBuildProposalCommandData.context🔗
WorldBuildProposalCommandData.context: Context
A context with extra options for the build
WorldBuildProposalCommandData.withCostRep🔗
WorldBuildProposalCommandData.withCostRep: boolean
tells to ingore costs if set to true
WorldBuildProposalCommandData.ignoreErrors🔗
WorldBuildProposalCommandData.ignoreErrors: boolean
tells to ingore costs if set to true
WorldBuildProposalCommandData.resultProposalData🔗
WorldBuildProposalCommandData.resultProposalData: ProposalData
The resulting data generated by the proposal
WorldBuildProposalCommandData.resultEntities🔗
WorldBuildProposalCommandData.resultEntities: {{Engine.Entity, Engine.Revision}}
only relevant when obtained in callback result, after command has been ran
WorldBuildProposalCommandData.doDust🔗
WorldBuildProposalCommandData.doDust: boolean
whether dust effect should be created
WorldChangeWindCommandData🔗
global record WorldChangeWindCommandData emissionGridEntity: Engine.Entity
wind: Vec2f
end
Command data for cmd.makeWorldChangeWindCmd.
WorldChangeWindCommandData.emissionGridEntity🔗
WorldChangeWindCommandData.emissionGridEntity: Engine.Entity
id of the emission grid affected (noise or pollution)
WorldChangeWindCommandData.wind🔗
WorldChangeWindCommandData.wind: Vec2f
the new wind velocity to set
WorldReplaceTerrainCommandData🔗
global record WorldReplaceTerrainCommandData map: GameMap
terrainConfig: BaseConfig.Terrain
seedText: string
worldEntity: Engine.Entity
keepAssets: boolean
end
Command data for cmd.makeWorldReplaceTerrainCmd.
WorldReplaceTerrainCommandData.map🔗
WorldReplaceTerrainCommandData.map: GameMap
WorldReplaceTerrainCommandData.terrainConfig🔗
WorldReplaceTerrainCommandData.terrainConfig: BaseConfig.Terrain
WorldReplaceTerrainCommandData.seedText🔗
WorldReplaceTerrainCommandData.seedText: string
a seed for randomization purposes
WorldReplaceTerrainCommandData.worldEntity🔗
WorldReplaceTerrainCommandData.worldEntity: Engine.Entity
id of the world, usually 0
WorldReplaceTerrainCommandData.keepAssets🔗
WorldReplaceTerrainCommandData.keepAssets: boolean
if set to true, existing landscape assets are conserved
WorldSetBulldozableCommandData🔗
global record WorldSetBulldozableCommandData entity: Engine.Entity
value: boolean
end
Command data for cmd.makeWorldSetBulldozableCmd.
WorldSetBulldozableCommandData.entity🔗
WorldSetBulldozableCommandData.entity: Engine.Entity
Id of the entity
WorldSetBulldozableCommandData.value🔗
WorldSetBulldozableCommandData.value: boolean
true if entity is bulldozable