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noita_api.lua
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noita_api.lua
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---Current modding API version: 7
---@param filename string
---@param pos_x number 0
---@param pos_y number 0
---@return number entity_id
function EntityLoad(filename, pos_x, pos_y) end
---@param filename string
---@param pos_x number 0
---@param pos_y number 0
function EntityLoadCameraBound(filename, pos_x, pos_y) end
---Loads components from 'filename' to 'entity'. Does not load tags and other stuff.
---@param filename string
---@param entity number
function EntityLoadToEntity(filename, entity) end
---Note: works only in dev builds.
---@param entity_id number
---@param filename string
function EntitySave(entity_id, filename) end
---@param name string ""
---@return number entity_id
function EntityCreateNew(name) end
---@param entity_id number
function EntityKill(entity_id) end
---@param entity_id number
---@return boolean
function EntityGetIsAlive(entity_id) end
---@param entity_id number
---@param component_type_name string
---@param table_of_component_values string[] nil
---@return number component_id
function EntityAddComponent(entity_id, component_type_name, table_of_component_values) end
---@param entity_id number
---@param component_id number
function EntityRemoveComponent(entity_id, component_id) end
---Returns a table of component ids.
---@param entity_id number
---@return number[]
function EntityGetAllComponents(entity_id) end
---@param entity_id number
---@param component_type_name string
---@param tag string ""
---@return component_id[]|nil
function EntityGetComponent(entity_id, component_type_name, tag) end
---@param entity_id number
---@param component_type_name string
---@param tag string ""
---@return component_id|nil
function EntityGetFirstComponent(entity_id, component_type_name, tag) end
---@param entity_id number
---@param component_type_name string
---@param tag string ""
---@return component_id[]|nil
function EntityGetComponentIncludingDisabled(entity_id, component_type_name, tag) end
---@param entity_id number
---@param component_type_name string
---@param tag string ""
---@return component_id|nil
function EntityGetFirstComponentIncludingDisabled(entity_id, component_type_name, tag) end
---@param entity_id number
---@param x number
---@param y number 0
---@param rotation number 0
---@param scale_x number 1
---@param scale_y number 1
function EntitySetTransform(entity_id, x, y, rotation, scale_x, scale_y) end
---Sets the transform and tries to immediately refresh components that calculate values based on an entity's transform.
---@param entity_id number
---@param x number
---@param y number 0
---@param rotation number 0
---@param scale_x number 1
---@param scale_y number 1
function EntityApplyTransform(entity_id, x, y, rotation, scale_x, scale_y) end
---@param entity_id number
---@return number x, number y, number rotation, number scale_x, number scale_y
function EntityGetTransform(entity_id) end
---@param parent_id number
---@param child_id number
function EntityAddChild(parent_id, child_id) end
---@param entity_id number
---@return int}|nil {entity_id
function EntityGetAllChildren(entity_id) end
---@param entity_id number
---@return number entity_id
function EntityGetParent(entity_id) end
---Returns the given entity if it has no parent, otherwise walks up the parent hierarchy to the topmost parent and returns it.
---@param entity_id number
---@return number entity_id
function EntityGetRootEntity(entity_id) end
---@param entity_id number
function EntityRemoveFromParent(entity_id) end
---@param entity_id number
---@param tag string
---@param enabled boolean
function EntitySetComponentsWithTagEnabled(entity_id, tag, enabled) end
---@param entity_id number
---@param component_id number
---@param is_enabled boolean
function EntitySetComponentIsEnabled(entity_id, component_id, is_enabled) end
---@param entity_id number
---@return string name
function EntityGetName(entity_id) end
---@param entity_id number
---@param name string
function EntitySetName(entity_id, name) end
---Returns a string where the tags are comma-separated, or nil if 'entity_id' doesn't point to a valid entity.
---@param entity_id number
---@return string|nil
function EntityGetTags(entity_id) end
---Returns all entities with 'tag'.
---@param tag string
---@return int} {entity_id
function EntityGetWithTag(tag) end
---Returns all entities in 'radius' distance from 'x','y'.
---@param pos_x number
---@param pos_y number
---@param radius number
---@return int} {entity_id
function EntityGetInRadius(pos_x, pos_y, radius) end
---Returns all entities in 'radius' distance from 'x','y'.
---@param pos_x number
---@param pos_y number
---@param radius number
---@param entity_tag string
---@return int} {entity_id
function EntityGetInRadiusWithTag(pos_x, pos_y, radius, entity_tag) end
---@param pos_x number
---@param pos_y number
---@return number entity_id
function EntityGetClosest(pos_x, pos_y) end
---@param pos_x number
---@param pos_y number
---@param tag string
---@return number entity_id
function EntityGetClosestWithTag(pos_x, pos_y, tag) end
---@param name string
---@return number entity_id
function EntityGetWithName(name) end
---@param entity_id number
---@param tag string
function EntityAddTag(entity_id, tag) end
---@param entity_id number
---@param tag string
function EntityRemoveTag(entity_id, tag) end
---@param entity_id number
---@param tag string
---@return boolean
function EntityHasTag(entity_id, tag) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return string|nil
function ComponentGetValue(component_id, variable_name) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return boolean
function ComponentGetValueBool(component_id, variable_name) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return number
function ComponentGetValueInt(component_id, variable_name) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return number
function ComponentGetValueFloat(component_id, variable_name) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return number x, number y
function ComponentGetValueVector2(component_id, variable_name) end
---Deprecated, use ComponentSetValue2() instead.
---@param component_id number
---@param variable_name string
---@param value string
function ComponentSetValue(component_id, variable_name, value) end
---Deprecated, use ComponentSetValue2() instead.
---@param component_id number
---@param variable_name string
---@param x number
---@param y number
function ComponentSetValueVector2(component_id, variable_name, x, y) end
---Deprecated, use ComponentSetValue2() instead.
---@param component_id number
---@param variable_name string
---@param min number
---@param max number
function ComponentSetValueValueRange(component_id, variable_name, min, max) end
---Deprecated, use ComponentSetValue2() instead.
---@param component_id number
---@param variable_name string
---@param min number
---@param max number
function ComponentSetValueValueRangeInt(component_id, variable_name, min, max) end
---Deprecated, use ComponentSetValue2() instead.
---@param component_id number
---@param variable_name string
---@param value string
function ComponentSetMetaCustom(component_id, variable_name, value) end
---Deprecated, use ComponentGetValue2() instead.
---@param component_id number
---@param variable_name string
---@return string|nil
function ComponentGetMetaCustom(component_id, variable_name) end
---Deprecated, use ComponentObjectGetValue2() instead.
---@param component_id number
---@param object_name string
---@param variable_name string
---@return string|nil
function ComponentObjectGetValue(component_id, object_name, variable_name) end
---Deprecated, use ComponentObjectGetValue2() instead.
---@param component_id number
---@param object_name string
---@param variable_name string
---@return string|nil
function ComponentObjectGetValueBool(component_id, object_name, variable_name) end
---Deprecated, use ComponentObjectGetValue2() instead.
---@param component_id number
---@param object_name string
---@param variable_name string
---@return string|nil
function ComponentObjectGetValueInt(component_id, object_name, variable_name) end
---Deprecated, use ComponentObjectGetValue2() instead.
---@param component_id number
---@param object_name string
---@param variable_name string
---@return string|nil
function ComponentObjectGetValueFloat(component_id, object_name, variable_name) end
---Deprecated, use ComponentObjectSetValue2() instead.
---@param component_id number
---@param object_name string
---@param variable_name string
---@param value string
function ComponentObjectSetValue(component_id, object_name, variable_name, value) end
---@param component_id number
---@param tag string
function ComponentAddTag(component_id, tag) end
---@param component_id number
---@param tag string
function ComponentRemoveTag(component_id, tag) end
---@param component_id number
---@param tag string
---@return boolean
function ComponentHasTag(component_id, tag) end
---Returns one or many values matching the type or subtypes of the requested field. Reports error and returns nil if the field type is not supported or field was not found.
---@param component_id number
---@param field_name string
---@return any|nil
function ComponentGetValue2(component_id, field_name) end
---Sets the value of a field. Value(s) should have a type matching the field type. Reports error if the values weren't given in correct type, the field type is not supported, or the component does not exist.
---@param component_id number
---@param field_name string
---@param value_or_values any
function ComponentSetValue2(component_id, field_name, value_or_values) end
---Returns one or many values matching the type or subtypes of the requested field in a component subobject. Reports error and returns nil if the field type is not supported or 'object_name' is not a metaobject.
---@param component_id number
---@param object_name string
---@param field_name string
---@return multipletypes|nil
function ComponentObjectGetValue2(component_id, object_name, field_name) end
---Sets the value of a field in a component subobject. Value(s) should have a type matching the field type. Reports error if the values weren't given in correct type, the field type is not supported or 'object_name' is not a metaobject.
---@param component_id number
---@param object_name string
---@param field_name string
---@param value_or_values any
function ComponentObjectSetValue2(component_id, object_name, field_name, value_or_values) end
---Creates a component of type 'component_type_name' and adds it to 'entity_id'. 'table_of_component_values' should be a string-indexed table, where keys are field names and values are field values of correct type. The value setting works like ComponentObjectSetValue2(), with the exception that multivalue types are not supported. Additional supported values are _tags:comma_separated_string and _enabled:bool, which basically work like the those fields work in entity XML files. Returns the created component, if creation succeeded, or nil.
---@param entity_id number
---@param component_type_name string
---@param table_of_component_values table<string, multiple_types> nil
---@return component_id
function EntityAddComponent2(entity_id, component_type_name, table_of_component_values) end
---'type_stored_in_vector' should be "int", "float" or "string".
---@param component_id number
---@param array_member_name string
---@param type_stored_in_vector string
---@return number
function ComponentGetVectorSize(component_id, array_member_name, type_stored_in_vector) end
---'type_stored_in_vector' should be "int", "float" or "string".
---@param component_id number
---@param array_name string
---@param type_stored_in_vector string
---@param index number
---@return number|number|string|nil
function ComponentGetVectorValue(component_id, array_name, type_stored_in_vector, index) end
---'type_stored_in_vector' should be "int", "float" or "string".
---@param component_id number
---@param array_name string
---@param type_stored_in_vector string
---@return int[]|number[]|string[]|nil
function ComponentGetVector(component_id, array_name, type_stored_in_vector) end
---Returns true if the given component exists and is enabled, else false.
---@param component_id number
---@return boolean
function ComponentGetIsEnabled(component_id) end
---Returns a string-indexed table of string.
---@param component_id number
---@return table<string, string>|nil
function ComponentGetMembers(component_id) end
---Returns a string-indexed table of string or nil.
---@param component_id number
---@param object_name string
---@return table<string, string>|nil
function ComponentObjectGetMembers(component_id, object_name) end
---@param component_id number
---@return string
function ComponentGetTypeName(component_id) end
---@return number entity_id
function GetUpdatedEntityID() end
---@return number component_id
function GetUpdatedComponentID() end
---@param time_to_execute number
---@param file_to_execute string
---@param function_to_call string nil
function SetTimeOut(time_to_execute, file_to_execute, function_to_call) end
---@param color number
---@param function_name string
function RegisterSpawnFunction(color, function_name) end
---@param x number
---@param y number
---@param level number
function SpawnActionItem(x, y, level) end
---@param x number
---@param y number
---@param level number
---@param action_count number
---@return number entity_id
function SpawnStash(x, y, level, action_count) end
---@param x number
---@param y number
---@param level number
---@return number spawn_state_id, number entity_id
function SpawnApparition(x, y, level) end
---@param entity_file string
---@param stash_entity_id number
function LoadEntityToStash(entity_file, stash_entity_id) end
---@param entity_id number
---@param material_name string
---@param coun number
function AddMaterialInventoryMaterial(entity_id, material_name, coun) end
---@param strength number
---@param x number camera_x
---@param y number camera_y
function GameScreenshake(strength, x, y) end
function GameOnCompleted() end
function GameDoEnding2() end
---@param filename string
---@param pixel_scenes string "data/biome/_pixel_scenes.xml"
function BiomeMapLoad_KeepPlayer(filename, pixel_scenes) end
---Deprecated. Might trigger various bugs. Use BiomeMapLoad_KeepPlayer() instead.
---@param filename string
function BiomeMapLoad(filename) end
---Can be used to edit biome configs during initialization. See the nightmare mod for an usage example.
---@param filename string
---@param field_name string
---@param value any
function BiomeSetValue(filename, field_name, value) end
---Can be used to read biome configs. Returns one or many values matching the type or subtypes of the requested field. Reports error and returns nil if the field type is not supported or field was not found.
---@param filename string
---@param field_name string
---@return multipletypes|nil
function BiomeGetValue(filename, field_name) end
---Can be used to edit biome configs during initialization. See biome_modifiers.lua for an usage example.
---@param filename string
---@param meta_object_name string
---@param field_name string
---@param value any
function BiomeObjectSetValue(filename, meta_object_name, field_name, value) end
---Can be used to edit biome config MaterialComponents during initialization. Sets the given value in all found VegetationComponent with matching tree_material. See biome_modifiers.lua for an usage example.
---@param filename string
---@param material_name string
---@param field_name string
---@param value any
function BiomeVegetationSetValue(filename, material_name, field_name, value) end
---Can be used to edit biome config MaterialComponents during initialization. Sets the given value in the first found MaterialComponent with matching material_name. See biome_modifiers.lua for an usage example.
---@param filename string
---@param material_name string
---@param field_name string
---@param value any
function BiomeMaterialSetValue(filename, material_name, field_name, value) end
---Can be used to read biome config MaterialComponents during initialization. Returns the given value in the first found MaterialComponent with matching material_name. See biome_modifiers.lua for an usage example.
---@param filename string
---@param material_name string
---@param field_name string
---@return multipletypes|nil
function BiomeMaterialGetValue(filename, material_name, field_name) end
---@return boolean
function GameIsIntroPlaying() end
---@return boolean
function GameGetIsGamepadConnected() end
---@return number entity_id
function GameGetWorldStateEntity() end
---@return number entity_id
function GameGetPlayerStatsEntity() end
---@return number
function GameGetOrbCountAllTime() end
---@return number
function GameGetOrbCountThisRun() end
---@param orb_id_zero_based number
---@return boolean
function GameGetOrbCollectedThisRun(orb_id_zero_based) end
---@param orb_id_zero_based number
---@return boolean
function GameGetOrbCollectedAllTime(orb_id_zero_based) end
function GameClearOrbsFoundThisRun() end
---Converts a numeric material id to the material's strings id.
---@param material_id number
---@return string
function CellFactory_GetName(material_id) end
---Returns the id of a material.
---@param material_name string
---@return number
function CellFactory_GetType(material_name) end
---@param include_statics boolean true
---@return string[]
function CellFactory_GetAllLiquids(include_statics) end
---@param include_statics boolean true
---@return string[]
function CellFactory_GetAllSands(include_statics) end
---@param include_statics boolean true
---@return string[]
function CellFactory_GetAllGases(include_statics) end
---@param include_statics boolean true
---@return string[]
function CellFactory_GetAllFires(include_statics) end
---@param include_statics boolean true
---@return string[]
function CellFactory_GetAllSolids(include_statics) end
---@return number x, number y
function GameGetCameraPos() end
---@param x number
---@param y number
function GameSetCameraPos(x, y) end
---@param is_free boolean
function GameSetCameraFree(is_free) end
---@param entity_id number
function GameRegenItemAction(entity_id) end
---@param entity_id number
function GameRegenItemActionsInContainer(entity_id) end
---@param entity_id number
function GameRegenItemActionsInPlayer(entity_id) end
---@param inventory_owner_entity_id number
---@param item_entity_id number
function GameKillInventoryItem(inventory_owner_entity_id, item_entity_id) end
---@param who_picks_up_entity_id number
---@param item_entity_id number
---@param do_pick_up_effects boolean true
function GamePickUpInventoryItem(who_picks_up_entity_id, item_entity_id, do_pick_up_effects) end
---@param entity_id number
function GameDropAllItems(entity_id) end
---@param entity_id number
function GameDropPlayerInventoryItems(entity_id) end
---@param entity_id number
function GameDestroyInventoryItems(entity_id) end
---@return boolean
function GameIsInventoryOpen() end
function GameTriggerGameOver() end
---@param materials_filename string
---@param colors_filename string
---@param x number
---@param y number
---@param background_file string
---@param skip_biome_checks boolean false
---@param skip_edge_textures boolean false
---@param color_to_material_table table<string, string> {}
---@param background_z_index number 50
function LoadPixelScene(materials_filename, colors_filename, x, y, background_file, skip_biome_checks, skip_edge_textures, color_to_material_table, background_z_index) end
---@param background_file string
---@param x number
---@param y number
---@param background_z_index number 40.0
---@param check_biome_corners boolean false
function LoadBackgroundSprite(background_file, x, y, background_z_index, check_biome_corners) end
---@param material_name string
---@param x number
---@param y number
---@param how_many number
---@param xvel number
---@param yvel number
---@param just_visual boolean
---@param draw_as_long boolean false
function GameCreateParticle(material_name, x, y, how_many, xvel, yvel, just_visual, draw_as_long) end
---@param filename string
---@param x number
---@param y number
---@param centered boolean true
---@param sprite_offset_x number 0
---@param sprite_offset_y number 0
---@param frames number 1
function GameCreateSpriteForXFrames(filename, x, y, centered, sprite_offset_x, sprite_offset_y, frames) end
---'shooter_entity' can be 0.
---@param shooter_entity number
---@param x number
---@param y number
---@param target_x number
---@param target_y number
---@param projectile_entity number
---@param send_message boolean true
function GameShootProjectile(shooter_entity, x, y, target_x, target_y, projectile_entity, send_message) end
---@param entity number
---@param amount number
---@param damage_type string
---@param description string
---@param ragdoll_fx string
---@param impulse_x number
---@param impulse_y number
---@param entity_who_is_responsible number 0
---@param world_pos_x number entity_x
---@param world_pos_y number entity_y
---@param knockback_force number 0
function EntityInflictDamage(entity, amount, damage_type, description, ragdoll_fx, impulse_x, impulse_y, entity_who_is_responsible, world_pos_x, world_pos_y, knockback_force) end
---Has the same effects that would occur if 'entity' eats 'amount' number of cells of 'material_type' from the game world. Use this instead of directly modifying IngestionComponent values, if possible. Might not work with non-player entities. Use CellFactory_GetType() to convert a material name to material type.
---@param entity number
---@param material_type number
---@param amount number
function EntityIngestMaterial(entity, material_type, amount) end
---Adds random visible stains of 'material_type' to entity. 'amount' controls the number of stain cells added. Does nothing if 'entity' doesn't have a SpriteStainsComponent. Use CellFactory_GetType() to convert a material name to material type.
---@param entity number
---@param material_type number
---@param amount number
function EntityAddRandomStains(entity, material_type, amount) end
---Modifies DamageModelComponents materials_that_damage and materials_how_much_damage variables (and their parsed out data structures)
---@param entity number
---@param material_name string
---@param damage number
function EntitySetDamageFromMaterial(entity, material_name, damage) end
---Immediately refreshes the given SpriteComponent. Might be useful with text sprites if you want them to update more often than once a second.
---@param entity number
---@param sprite_component number
function EntityRefreshSprite(entity, sprite_component) end
---Returns the capacity of a wand entity, or 0 if 'entity' doesnt exist.
---@param entity number
---@return number
function EntityGetWandCapacity(entity) end
---Plays animation. Follow up animation ('followup_name') is applied only if 'followup_priority' is given.
---@param entity_id number
---@param name string
---@param priority number
---@param followup_name string ""
---@param followup_priority number 0
function GamePlayAnimation(entity_id, name, priority, followup_name, followup_priority) end
---@param entity_id number
---@return number x, number y
function GameGetVelocityCompVelocity(entity_id) end
---@param entity_id number
---@param game_effect_name string
---@return number component_id
function GameGetGameEffect(entity_id, game_effect_name) end
---@param entity_id number
---@param game_effect_name string
---@return number
function GameGetGameEffectCount(entity_id, game_effect_name) end
---@param entity_id number
---@param game_effect_entity_file string
---@return number effect_entity_id
function LoadGameEffectEntityTo(entity_id, game_effect_entity_file) end
---@param entity_id number
---@param game_effect_name string
---@param always_load_new boolean
---@return number effect_component_id, number effect_entity_id
function GetGameEffectLoadTo(entity_id, game_effect_name, always_load_new) end
---@param x number
---@param y number
function SetPlayerSpawnLocation(x, y) end
---@param action_id string
function UnlockItem(action_id) end
---@param entity_id number
---@return number
function GameGetPotionColorUint(entity_id) end
---Returns the centroid of first enabled HitboxComponent found in entity, the position of the entity if no hitbox is found, or nil if the entity does not exist. All returned positions are in world coordinates.
---@param entity_id number
---@return number (x, number)|nil y
function EntityGetFirstHitboxCenter(entity_id) end
---Does a raytrace that stops on any cell it hits.
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
---@return boolean did_hit, number hit_x, number hit_y
function Raytrace(x1, y1, x2, y2) end
---Does a raytrace that stops on any cell that is not fluid, gas (yes, technically gas is a fluid), or fire.
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
---@return boolean did_hit, number hit_x, number hit_y
function RaytraceSurfaces(x1, y1, x2, y2) end
---Does a raytrace that stops on any cell that is not gas or fire.
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
---@return boolean did_hit, number hit_x, number hit_y
function RaytraceSurfacesAndLiquiform(x1, y1, x2, y2) end
---Does a raytrace that stops on any cell a character can stand on.
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
---@return boolean did_hit, number hit_x, number hit_y
function RaytracePlatforms(x1, y1, x2, y2) end
---@param ideal_pos_x number
---@param idea_pos_y number
---@param velocity_x number
---@param velocity_y number
---@param body_radius number
---@return number x, number y
function FindFreePositionForBody(ideal_pos_x, idea_pos_y, velocity_x, velocity_y, body_radius) end
---@param pos_x number
---@param pos_y number
---@param ray_length number
---@param ray_count number
---@return boolean found_normal, number normal_x, number normal_y, number approximate_distance_from_surface
function GetSurfaceNormal(pos_x, pos_y, ray_length, ray_count) end
---Returns true if the area inside the bounding box defined by the parameters has been streamed in and no pixel scenes are loading in the area.
---@param min_x number
---@param min_y number
---@param max_x number
---@param max_y number
---@return boolean
function DoesWorldExistAt(min_x, min_y, max_x, max_y) end
---@param herd_name string
---@return number
function StringToHerdId(herd_name) end
---@param herd_id number
---@return string
function HerdIdToString(herd_id) end
---@param herd_id_a number
---@param herd_id_b number
---@return number
function GetHerdRelation(herd_id_a, herd_id_b) end
---@param entity_a number
---@param entity_b number
---@return number
function EntityGetHerdRelation(entity_a, entity_b) end
---Deprecated, use GenomeStringToHerdID() and ComponentSetValue2() instead.
---@param entity_id number
---@param new_herd_id string
function GenomeSetHerdId(entity_id, new_herd_id) end
---@param log_line string
function GamePrint(log_line) end
---@param title string
---@param description string ""
---@param ui_custom_decoration_file string ""
function GamePrintImportant(title, description, ui_custom_decoration_file) end
---@return number x, number y
function DEBUG_GetMouseWorld() end
---@param x number
---@param y number
---@param message string ""
---@param color_r number 1
---@param color_g number 0
---@param color_b number 0
function DEBUG_MARK(x, y, message, color_r, color_g, color_b) end
---@return number
function GameGetFrameNum() end
---@return number
function GameGetRealWorldTimeSinceStarted() end
---@param entity_id number
---@return boolean
function IsPlayer(entity_id) end
---@return boolean
function GameIsDailyRun() end
---@return boolean
function GameIsDailyRunOrDailyPracticeRun() end
---@return boolean
function GameIsModeFullyDeterministic() end
---@param key string
---@param value string
function GlobalsSetValue(key, value) end
---@param key string
---@param default_value string ""
function GlobalsGetValue(key, default_value) end
---@param key string
---@return string
function MagicNumbersGetValue(key) end
---@param new_seed number
function SetWorldSeed(new_seed) end
---@param key string
---@return string
function SessionNumbersGetValue(key) end
---@param key string
---@param value string
function SessionNumbersSetValue(key, value) end
function SessionNumbersSave() end
function AutosaveDisable() end
---@param key string
---@return string|nil
function StatsGetValue(key) end
---@param key string
---@return string
function StatsGlobalGetValue(key) end
---@param key string
---@return string
function StatsBiomeGetValue(key) end
function StatsBiomeReset() end
---@param killed_entity_id number 0
function StatsLogPlayerKill(killed_entity_id) end
---@param action_id string
---@param x number 0
---@param y number 0
---@return number entity_id
function CreateItemActionEntity(action_id, x, y) end
---@param x number
---@param y number
---@param max_level number
---@param type number
---@param i number 0
---@return string
function GetRandomActionWithType(x, y, max_level, type, i) end
---@param x number
---@param y number
---@param max_level number
---@param i number 0
---@return string
function GetRandomAction(x, y, max_level, i) end
---@return number year, number month, number day, number hour, number minute, number second
function GameGetDateAndTimeUTC() end
---@return number year, number month, number day, number hour, number minute, number second
function GameGetDateAndTimeLocal() end
---@param num_particles number
---@param width_outside_camera number
---@param material_name string
---@param velocity_min number
---@param velocity_max number
---@param gravity number
---@param droplets_bounce boolean
---@param draw_as_long boolean
function GameEmitRainParticles(num_particles, width_outside_camera, material_name, velocity_min, velocity_max, gravity, droplets_bounce, draw_as_long) end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@param width number
---@param height number
function BiomeMapSetSize(width, height) end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@return number width, number height
function BiomeMapGetSize() end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@param x number
---@param y number
---@param color_int number
function BiomeMapSetPixel(x, y, color_int) end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@param x number
---@param y number
---@return number color
function BiomeMapGetPixel(x, y) end
---Swaps red and blue channels of 'color'. This can be used make sense of the BiomeMapGetPixel() return values. E.g. if( BiomeMapGetPixel( x, y ) == BiomeMapConvertPixelFromUintToInt( 0xFF36D517 ) ) then print('hills') end
---@param color number
---@return number
function BiomeMapConvertPixelFromUintToInt(color) end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@param x number
---@param y number
---@param image_filename string
function BiomeMapLoadImage(x, y, image_filename) end
---This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.
---@param x number
---@param y number
---@param image_filename string
---@param image_x number
---@param image_y number
---@param image_w number
---@param image_h number
function BiomeMapLoadImageCropped(x, y, image_filename, image_x, image_y, image_w, image_h) end
---@param x number
---@param y number
---@return number
function BiomeMapGetVerticalPositionInsideBiome(x, y) end
---@param x number camera_x
---@param y number camera_y
---@return name
function BiomeMapGetName(x, y) end
---@param x number
---@param y number
function SetRandomSeed(x, y) end
---This is kinda messy. If given 0 arguments, returns number between 0.0 and 1.0. If given 1 arguments, returns int between 0 and 'a'. If given 2 arguments returns int between 'a' and 'b'.
---@param a number optional
---@param b number optional
---@return number|int.
function Random(a, b) end
---This is kinda messy. If given 0 arguments, returns number between 0.0 and 1.0. If given 1 arguments, returns number between 0.0 and 'a'. If given 2 arguments returns number between 'a' and 'b'.
---@param min number optional
---@param max number optional
---@return number
function Randomf(min, max) end
---@param min number
---@param max number
---@param mean number
---@param sharpness number 1
---@param baseline number 0.005
---@return number
function RandomDistribution(min, max, mean, sharpness, baseline) end
---@param min number
---@param max number
---@param mean number
---@param sharpness number 1
---@param baseline number 0.005
---@return number
function RandomDistributionf(min, max, mean, sharpness, baseline) end
---This is kinda messy. If given 2 arguments, returns number between 0.0 and 1.0. If given 3 arguments, returns int between 0 and 'a'. If given 4 arguments returns number between 'a' and 'b'.
---@param x number
---@param y number
---@param a int|number optional
---@param b int|number optional
---@return number|number
function ProceduralRandom(x, y, a, b) end
---This is kinda messy. If given 2 arguments, returns number between 0.0 and 1.0. If given 3 arguments, returns a number between 0 and 'a'. If given 4 arguments returns a number between 'a' and 'b'.
---@param x number
---@param y number
---@param a number optional
---@param b number optional
---@return number
function ProceduralRandomf(x, y, a, b) end
---This is kinda messy. If given 2 arguments, returns 0 or 1. If given 3 arguments, returns an int between 0 and 'a'. If given 4 arguments returns an int between 'a' and 'b'.
---@param x number
---@param y number
---@param a number optional
---@param b number optional
---@return number
function ProceduralRandomi(x, y, a, b) end
---Does not work with PhysicsBody2Component. Returns the id of the created physics body.
---@param entity_id number
---@param image_file string
---@param material string ""
---@param offset_x number 0
---@param offset_y number 0
---@param centered boolean false
---@param is_circle boolean false
---@param material_image_file string ""
---@param use_image_as_colors boolean true
---@return int_body_id
function PhysicsAddBodyImage(entity_id, image_file, material, offset_x, offset_y, centered, is_circle, material_image_file, use_image_as_colors) end
---Does not work with PhysicsBody2Component. Returns the id of the created physics body.
---@param entity_id number
---@param material string
---@param offset_x number
---@param offset_y number
---@param width number
---@param height number
---@param centered boolean false
---@return number|nil
function PhysicsAddBodyCreateBox(entity_id, material, offset_x, offset_y, width, height, centered) end
---Does not work with PhysicsBody2Component. Returns the id of the created joint.
---@param entity_id number
---@param body_id0 number
---@param body_id1 number
---@param offset_x number
---@param offset_y number
---@param joint_type string
---@return number|nil
function PhysicsAddJoint(entity_id, body_id0, body_id1, offset_x, offset_y, joint_type) end
---@param entity_id number
---@param force_x number
---@param force_y number
function PhysicsApplyForce(entity_id, force_x, force_y) end
---@param entity_id number
---@param torque number
function PhysicsApplyTorque(entity_id, torque) end
---@param entity_id number
---@param component_id number
---@param torque number
function PhysicsApplyTorqueToComponent(entity_id, component_id, torque) end
---Applies a force calculated by 'calculate_force_for_body_fn' to all bodies in an area. 'calculate_force_for_body_fn' should be a lua function with the following signature: function( body_entity:int, body_mass:number, body_x:number, body_y:number, body_vel_x:number, body_vel_y:number, body_vel_angular:number ) -> force_world_pos_x:number,force_world_pos_y:number,force_x:number,force_y:number,force_angular:number
---@param calculate_force_for_body_fn function
---@param ignore_this_entity number
---@param area_min_x number
---@param area_min_y number
---@param area_max_x number
---@param area_max_y number
function PhysicsApplyForceOnArea(calculate_force_for_body_fn, ignore_this_entity, area_min_x, area_min_y, area_max_x, area_max_y) end
---@param world_pos_min_x number
---@param world_pos_min_y number
---@param world_pos_max_x number
---@param world_pos_max_y number
function PhysicsRemoveJoints(world_pos_min_x, world_pos_min_y, world_pos_max_x, world_pos_max_y) end
---@param entity_id number
---@param is_static boolean
function PhysicsSetStatic(entity_id, is_static) end
---@param entity_id number
---@param component_id boolean
---@return number vel_x, number vel_y
function PhysicsGetComponentVelocity(entity_id, component_id) end
---@param entity_id number
---@param component_id number
---@return number vel
function PhysicsGetComponentAngularVelocity(entity_id, component_id) end
---@param entity_id number
function PhysicsBody2InitFromComponents(entity_id) end
---@param x number
---@param y number 0
---@return number x, number y
function PhysicsVecToGameVec(x, y) end
---@param x number
---@param y number 0
---@return number x, number y
function GameVecToPhysicsVec(x, y) end
---@param world_pos_x number
---@param world_pos_y number
---@param image_filename string
---@param max_durability number 2147483647
function LooseChunk(world_pos_x, world_pos_y, image_filename, max_durability) end
---@param key string
---@return bool_is_new
function AddFlagPersistent(key) end
---@param key string
function RemoveFlagPersistent(key) end
---@param key string
---@return boolean
function HasFlagPersistent(key) end
---@param flag string
function GameAddFlagRun(flag) end
---@param flag string
function GameRemoveFlagRun(flag) end
---@param flag string
---@return boolean
function GameHasFlagRun(flag) end
---@param event_path string
---@param can_be_faded boolean
---@param x number
---@param y number
function GameTriggerMusicEvent(event_path, can_be_faded, x, y) end
---@param name string
function GameTriggerMusicCue(name) end
---@param relative_fade_speed number 1
function GameTriggerMusicFadeOutAndDequeueAll(relative_fade_speed) end
---@param bank_filename string
---@param event_path string
---@param x number
---@param y number
function GamePlaySound(bank_filename, event_path, x, y) end
---Plays a sound through all AudioComponents with matching sound in 'entity_id'.
---@param entity_id number
---@param event_name string
function GameEntityPlaySound(entity_id, event_name) end
---Plays a sound loop through an AudioLoopComponent tagged with 'component_tag' in 'entity'. 'intensity' affects the intensity passed to the audio event. Must be called every frame when the sound should play.
---@param entity number
---@param component_tag string
---@param intensity number
function GameEntityPlaySoundLoop(entity, component_tag, intensity) end
---Can be used to pass custom parameters to the post_final shader, or override values set by the game code. The shader uniform called 'name' will be set to the latest given values on this and following frames.
---@param name string
---@param x number
---@param y number
---@param z number
---@param w number
function GameSetPostFxParameter(name, x, y, z, w) end
---Will remove a post_final shader parameter value binding set via game GameSetPostFxParameter().
---@param name string
function GameUnsetPostFxParameter(name) end
---@param text_or_key string
---@return string
function GameTextGetTranslatedOrNot(text_or_key) end
---@param key string
---@param param0 string ""
---@param param1 string ""
---@param param2 string ""
---@return string
function GameTextGet(key, param0, param1, param2) end
---@return obj gui
function GuiCreate() end
---@param gui obj
function GuiDestroy(gui) end
---@param gui obj
function GuiStartFrame(gui) end
---Sets the options that apply to widgets during this frame. For 'option' use the values in the GUI_OPTION table in "data/scripts/lib/utilities.lua". Values from consecutive calls will be combined. For example calling this with the values GUI_OPTION.Align_Left and GUI_OPTION.GamepadDefaultWidget will set both options for the next widget. The options will be cleared on next call to GuiStartFrame().
---@param gui obj
---@param option number
function GuiOptionsAdd(gui, option) end
---Sets the options that apply to widgets during this frame. For 'option' use the values in the GUI_OPTION table in "data/scripts/lib/utilities.lua". Values from consecutive calls will be combined. For example calling this with the values GUI_OPTION.Align_Left and GUI_OPTION.GamepadDefaultWidget will set both options for the next widget. The options will be cleared on next call to GuiStartFrame().
---@param gui obj
---@param option number
function GuiOptionsRemove(gui, option) end
---Clears the options that apply to widgets during this frame.
---@param gui obj
function GuiOptionsClear(gui) end
---Sets the options that apply to the next widget during this frame. For 'option' use the values in the GUI_OPTION table in "data/scripts/lib/utilities.lua". Values from consecutive calls will be combined. For example calling this with the values GUI_OPTION.Align_Left and GUI_OPTION.GamepadDefaultWidget will set both options for the next widget.
---@param gui obj
---@param option number
function GuiOptionsAddForNextWidget(gui, option) end
---Sets the color of the next widget during this frame. Color components should be in the 0-1 range.
---@param gui obj
---@param red number
---@param green number
---@param blue number
---@param alpha number
function GuiColorSetForNextWidget(gui, red, green, blue, alpha) end
---Sets the rendering depth ('z') of the widgets following this call. Larger z = deeper. The z will be set to 0 on the next call to GuiStartFrame().
---@param gui obj
---@param z float
function GuiZSet(gui, z) end
---Sets the rendering depth ('z') of the next widget following this call. Larger z = deeper.
---@param gui obj
---@param z float
function GuiZSetForNextWidget(gui, z) end
---Can be used to solve ID conflicts. All ids given to Gui* functions will be hashed with the ids stacked (and hashed together) using GuiIdPush() and GuiIdPop(). The id stack has a max size of 1024, and calls to the function will do nothing if the size is exceeded.
---@param gui obj
---@param id number
function GuiIdPush(gui, id) end