index / api / res

Module api.res🔗

Repositories containing game resources (models, tracks, streets, ...)

global record Res buildingTypeRep: ResTypeRep<integer, BuildingType> bridgeTypeRep: ResTypeRep<integer, BridgeType> constructionRep: ResTypeRep<integer, ConstructionDesc> metaConstructionRep: ResTypeRep<integer, MetaConstructionDesc> genericRep: GenericRep economyRep: ResTypeRep<integer, EconomyDesc> climateRep: ResTypeRep<integer, ClimateDesc> terrainGeneratorRep: ResTypeRep<integer, TerrainGeneratorDesc> environmentRep: ResTypeRep<integer, Environment> playlistRep: ResTypeRep<integer, PlaylistDesc> gameScriptRep: ResTypeRep<integer, GameScriptType> cargoClassRep: CargoClassRep cargoTypeRep: CargoTypeRep nameRep: ResTypeRep<integer, NameDesc> campaignRep: ResTypeRep<integer, CampaignDesc> missionRep: ResTypeRep<integer, MissionDesc> modelRep: ModelRep multipleUnitRep: ResTypeRep<integer, MultipleUnit> streetTemplateRep: ResTypeRep<integer, StreetTemplate> edgeDecorationRep: ResTypeRep<integer, EdgeDecoration> terrainMaterialTypeRep: ResTypeRep<integer, TerrainMaterialType> trafficLightTypeRep: ResTypeRep<integer, TrafficLightType> tunnelTypeRep: ResTypeRep<integer, BridgeType> moduleRep: ResTypeRep<integer, ModuleDesc> railroadCrossingTypeRep: ResTypeRep<integer, RailroadCrossingType> streetStyleRep: ResTypeRep<integer, StreetStyle> builderAudioSetRep: ResTypeRep<integer, BuilderAudioSet> soundSetRep: ResTypeRep<integer, SoundSet> groundTextureRep: ResTypeRep<string, GroundTexture> autoGroundTexRep: ResTypeRep<string, AutoGroundTex> getBaseConfig: function(): BaseConfig end
global record CargoClassRep getCargoClassId: function(cargoClass : string): CargoClassId hasCargoClass: function(cargoClass : string): boolean end
global record CargoTypeRep forEachCargoType: function(cargoTypeSet : CargoTypeSet, callback : function(CargoTypeId)) hasCargoType: function(cargoTypeSet : CargoTypeSet, test : CargoTypeId, inverse : boolean): boolean getPassengerCargoTypeId: function(): CargoTypeId end
global record GameScriptType getState: function(GameScriptType): {<any type> : <any type>} end
global record GenericRep getAllOfType: function(typeName : string, includeInvisible : boolean): {integer} end
global record ModelRep forEachModelWithMetadata: function(metadata : string, callback : function(string)) end
global interface ResTypeRep<K, T> get: function(id : K): T getName: function(id : K): string find: function(resName : string): K findAndGet: function(resName : string): T getAll: function(includeInvisible : boolean): {K : string} add: function(resName : ResName, resource : T, visible : boolean): K setVisible: function(id : K, visible : boolean) isVisible: function(id : K): boolean getAsTable: function(id : K): T setAsTable: function(id : K, t : T): boolean addAsTable: function(the : ResName, t : T): K end

Category: main🔗

Res🔗

global record Res buildingTypeRep: ResTypeRep<integer, BuildingType> bridgeTypeRep: ResTypeRep<integer, BridgeType> constructionRep: ResTypeRep<integer, ConstructionDesc> metaConstructionRep: ResTypeRep<integer, MetaConstructionDesc> genericRep: GenericRep economyRep: ResTypeRep<integer, EconomyDesc> climateRep: ResTypeRep<integer, ClimateDesc> terrainGeneratorRep: ResTypeRep<integer, TerrainGeneratorDesc> environmentRep: ResTypeRep<integer, Environment> playlistRep: ResTypeRep<integer, PlaylistDesc> gameScriptRep: ResTypeRep<integer, GameScriptType> cargoClassRep: CargoClassRep cargoTypeRep: CargoTypeRep nameRep: ResTypeRep<integer, NameDesc> campaignRep: ResTypeRep<integer, CampaignDesc> missionRep: ResTypeRep<integer, MissionDesc> modelRep: ModelRep multipleUnitRep: ResTypeRep<integer, MultipleUnit> streetTemplateRep: ResTypeRep<integer, StreetTemplate> edgeDecorationRep: ResTypeRep<integer, EdgeDecoration> terrainMaterialTypeRep: ResTypeRep<integer, TerrainMaterialType> trafficLightTypeRep: ResTypeRep<integer, TrafficLightType> tunnelTypeRep: ResTypeRep<integer, BridgeType> moduleRep: ResTypeRep<integer, ModuleDesc> railroadCrossingTypeRep: ResTypeRep<integer, RailroadCrossingType> streetStyleRep: ResTypeRep<integer, StreetStyle> builderAudioSetRep: ResTypeRep<integer, BuilderAudioSet> soundSetRep: ResTypeRep<integer, SoundSet> groundTextureRep: ResTypeRep<string, GroundTexture> autoGroundTexRep: ResTypeRep<string, AutoGroundTex> getBaseConfig: function(): BaseConfig end

List of all repositories

Res.buildingTypeRep🔗

Res.buildingTypeRep: ResTypeRep<integer, BuildingType>

A resource repository containing data for town buildings.

Res.bridgeTypeRep🔗

Res.bridgeTypeRep: ResTypeRep<integer, BridgeType>

A resource repository containing data from the bridge configuration files and from dynamically generated bridges.

Res.constructionRep🔗

Res.constructionRep: ResTypeRep<integer, ConstructionDesc>

A resource repository containing data from the ".con" files and from dynamically generated constructions.

Res.metaConstructionRep🔗

Res.metaConstructionRep: ResTypeRep<integer, MetaConstructionDesc>

A resource repository containing data for all custom resources.

Res.genericRep🔗

Res.genericRep: GenericRep

Res.economyRep🔗

Res.economyRep: ResTypeRep<integer, EconomyDesc>

A resource repository containing data from the ".eco" economy resources.

Res.climateRep🔗

Res.climateRep: ResTypeRep<integer, ClimateDesc>

A resource repository containing data for the climates.

Res.terrainGeneratorRep🔗

Res.terrainGeneratorRep: ResTypeRep<integer, TerrainGeneratorDesc>

A resource repository containing data for the terrain generation.

Res.environmentRep🔗

Res.environmentRep: ResTypeRep<integer, Environment>

A resource repository containing data for the environment.

Res.playlistRep🔗

Res.playlistRep: ResTypeRep<integer, PlaylistDesc>

A repository for playlists.

Res.gameScriptRep🔗

Res.gameScriptRep: ResTypeRep<integer, GameScriptType>

A resource repository containing game scripts.

Res.cargoClassRep🔗

Res.cargoClassRep: CargoClassRep

A resource repository containing data with all the cargo classes.

Res.cargoTypeRep🔗

Res.cargoTypeRep: CargoTypeRep

A resource repository containing data with all the cargo types.

Res.nameRep🔗

Res.nameRep: ResTypeRep<integer, NameDesc>

A resource repository for names.

Res.campaignRep🔗

Res.campaignRep: ResTypeRep<integer, CampaignDesc>

A resource repository for campaign chapters.

Res.missionRep🔗

Res.missionRep: ResTypeRep<integer, MissionDesc>

A resource repository for campaign missions.

Res.modelRep🔗

Res.modelRep: ModelRep

A resource repository containing all the game models and metadata.

Res.multipleUnitRep🔗

Res.multipleUnitRep: ResTypeRep<integer, MultipleUnit>

A resource repository containing data from the multiple unit files and from dynamically generated multiple units.

Res.streetTemplateRep🔗

Res.streetTemplateRep: ResTypeRep<integer, StreetTemplate>

A resource repository containing data from the street template files and from dynamically generated street templates.

Res.edgeDecorationRep🔗

Res.edgeDecorationRep: ResTypeRep<integer, EdgeDecoration>

Res.terrainMaterialTypeRep🔗

Res.terrainMaterialTypeRep: ResTypeRep<integer, TerrainMaterialType>

A resource repository containing materials.

Res.trafficLightTypeRep🔗

Res.trafficLightTypeRep: ResTypeRep<integer, TrafficLightType>

A resource repository containing data from the traffic lights.

Res.tunnelTypeRep🔗

Res.tunnelTypeRep: ResTypeRep<integer, BridgeType>

A resource repository containing data from the tunnel configuration files and from dynamically generated tunnels.

Res.moduleRep🔗

Res.moduleRep: ResTypeRep<integer, ModuleDesc>

A resource repository containing data from the ".modules" files and from dynamically generated modules.

Res.railroadCrossingTypeRep🔗

Res.railroadCrossingTypeRep: ResTypeRep<integer, RailroadCrossingType>

A resource repository containing data from the railroad crossing files and from dynamically generated railroad crossing types.

Res.streetStyleRep🔗

Res.streetStyleRep: ResTypeRep<integer, StreetStyle>

A resource repository containing data from the street type files and from dynamically generated street types.

Res.builderAudioSetRep🔗

Res.builderAudioSetRep: ResTypeRep<integer, BuilderAudioSet>

A resource repository containing data for audio sets for building

Res.soundSetRep🔗

Res.soundSetRep: ResTypeRep<integer, SoundSet>

A resource repository containing data for sound sets

Res.groundTextureRep🔗

Res.groundTextureRep: ResTypeRep<string, GroundTexture>

A resource repository containing data for ground textures.

Res.autoGroundTexRep🔗

Res.autoGroundTexRep: ResTypeRep<string, AutoGroundTex>

A resource repository containing data for automatic ground texture definitions.

Res.getBaseConfig🔗

function Res.getBaseConfig(): BaseConfig

Gets the base config, it contains most of the data which was read from "base/base_config.lua".

Returns
  1. BaseConfig — Table the configuration table. See https://wiki.transportfever3.com/doku.php?id=modding:baseconfig for a detailed explanation.

Category: globals🔗

CargoClassRep🔗

global record CargoClassRep getCargoClassId: function(cargoClass : string): CargoClassId hasCargoClass: function(cargoClass : string): boolean end

CargoClassRep.getCargoClassId🔗

function CargoClassRep.getCargoClassId(cargoClass : string): CargoClassId

Gets the CargoClassId for a given CargoClass name

Parameters
  • cargoClass :string — cargo class name
Returns
  1. CargoClassId — cargo class id

CargoClassRep.hasCargoClass🔗

function CargoClassRep.hasCargoClass(cargoClass : string): boolean

Checks if the given cargo class is present, this can be used if some cargo classes exist but are invisible

Parameters
  • cargoClass :string — cargo class name
Returns
  1. boolean — true if present

CargoTypeRep🔗

global record CargoTypeRep forEachCargoType: function(cargoTypeSet : CargoTypeSet, callback : function(CargoTypeId)) hasCargoType: function(cargoTypeSet : CargoTypeSet, test : CargoTypeId, inverse : boolean): boolean getPassengerCargoTypeId: function(): CargoTypeId end

CargoTypeRep.forEachCargoType🔗

function CargoTypeRep.forEachCargoType(cargoTypeSet : CargoTypeSet, callback : function(CargoTypeId))

Iterates over all cargo types in a given cargo type set

Parameters
  • cargoTypeSet :CargoTypeSet — the cargo type set to iterate over
  • callback :function(CargoTypeId) — a callback for each cargo type

CargoTypeRep.hasCargoType🔗

function CargoTypeRep.hasCargoType(cargoTypeSet : CargoTypeSet, test : CargoTypeId, inverse : boolean): boolean

Checks if a cargo type set contains a specific cargo type

Parameters
  • cargoTypeSet :CargoTypeSet — the cargo type set to check
  • test :CargoTypeId — the cargo type to test for
  • inverse :boolean — if true, the function returns true when any other cargo exists
Returns
  1. boolean

CargoTypeRep.getPassengerCargoTypeId🔗

function CargoTypeRep.getPassengerCargoTypeId(): CargoTypeId

Returns the cargo type id for passenger

Returns
  1. CargoTypeId

GameScriptType🔗

global record GameScriptType getState: function(GameScriptType): {<any type> : <any type>} end

GameScriptType.getState🔗

function GameScriptType.getState(GameScriptType): {<any type> : <any type>}
Parameters
  • GameScriptType
Returns
  1. {<any type> : <any type>}

GenericRep🔗

global record GenericRep getAllOfType: function(typeName : string, includeInvisible : boolean): {integer} end

GenericRep.getAllOfType🔗

function GenericRep.getAllOfType(typeName : string, includeInvisible : boolean): {integer}

Gets all Generic resource types of a given type name
does not allow typeName in { "guiresoverwrite", "gui_res" }, for those, use api.gui.genericRep

Parameters
  • typeName :string — type name
  • includeInvisible :boolean — whether to include invisible
Returns
  1. {integer} — resource ids

ModelRep🔗

global record ModelRep forEachModelWithMetadata: function(metadata : string, callback : function(string)) end

ModelRep.forEachModelWithMetadata🔗

function ModelRep.forEachModelWithMetadata(metadata : string, callback : function(string))

Iterates over all the models with a specific metadata

Parameters
  • metadata :string — the name of the metadata
  • callback :function(string) — a callback for every model that contains the specified metadata

ResTypeRep🔗

global interface ResTypeRep<K, T> get: function(id : K): T getName: function(id : K): string find: function(resName : string): K findAndGet: function(resName : string): T getAll: function(includeInvisible : boolean): {K : string} add: function(resName : ResName, resource : T, visible : boolean): K setVisible: function(id : K, visible : boolean) isVisible: function(id : K): boolean getAsTable: function(id : K): T setAsTable: function(id : K, t : T): boolean addAsTable: function(the : ResName, t : T): K end

Generic interface for repositories
Resources are generally static (initialized when the game starts and don't change)
Make sure that resource exists before trying to access them
Resource ids are only valid within the same repository

Type Parameters
  • K
  • T

ResTypeRep.get🔗

function ResTypeRep.get(id : K): T

Gets the resource for a given id - (can be used to directly modify the resource,
but this is discouraged, except for performance reasons. Use getAsTable and setAsTable instead.

Parameters
  • id :K — a resource id
Returns
  1. T — the resource

ResTypeRep.getName🔗

function ResTypeRep.getName(id : K): string

Gets the resource name for a given id

Parameters
  • id :K — a resource id
Returns
  1. string — the resource name

ResTypeRep.find🔗

function ResTypeRep.find(resName : string): K

Finds the id of the given resource name and returns its id

Parameters
  • resName :string — a resource name
Returns
  1. K — the id of the resource, -1 if the resource doesn't exist

ResTypeRep.findAndGet🔗

function ResTypeRep.findAndGet(resName : string): T

Finds the resource with the given name and returns it

Parameters
  • resName :string — a resource name
Returns
  1. T — the resource, and an error if the resource is not found

ResTypeRep.getAll🔗

function ResTypeRep.getAll(includeInvisible : boolean): {K : string}

Gets all resources

Parameters
  • includeInvisible :boolean — if invisible resources should be included, false by default
Returns
  1. {K : string} — a dictionary containing all id and resource names

ResTypeRep.add🔗

function ResTypeRep.add(resName : ResName, resource : T, visible : boolean): K

Adds a new resource to the repository

Parameters
  • resName :ResName — the resource name of the new resource
  • resource :T — the resource itself
  • visible :boolean — if the resource is visible
Returns
  1. K — the id of the newly added resource

ResTypeRep.setVisible🔗

function ResTypeRep.setVisible(id : K, visible : boolean)

Sets a resource visible

Parameters
  • id :K — the id of the resource
  • visible :boolean — if the resource should be visible

ResTypeRep.isVisible🔗

function ResTypeRep.isVisible(id : K): boolean

Checks if a resource is visible

Parameters
  • id :K — the id of the resource
Returns
  1. boolean — if the resource is visible

ResTypeRep.getAsTable🔗

function ResTypeRep.getAsTable(id : K): T

Gets the resource for a given id as a pure lua table

Parameters
  • id :K — a resource id
Returns
  1. T — the resource

ResTypeRep.setAsTable🔗

function ResTypeRep.setAsTable(id : K, t : T): boolean

Updates the resource for a given id from a pure lua table (as if it was the resource file)

Parameters
  • id :K — a resource id
  • t :T — the resource
Returns
  1. boolean — success

ResTypeRep.addAsTable🔗

function ResTypeRep.addAsTable(the : ResName, t : T): K

Add a new resource from a pure lua table (as if it was the resource file)

Parameters
  • the :ResName — name of the resource to add (should be unique)
  • t :T — the resource to add
Returns
  1. K — the newly added id
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