ShapeClass

A script class that is instanced for every "scripted" Interactable Shape in the game.

An interactable part is a Shape that is usually built by the player and can be interacted with. For instance a button or an engine.

Can receive events sent with sm.event.sendToInteractable.

Fields:

TypeNameDescription
InteractableinteractableThe Interactable game object belonging to this class instance. (The same as shape.interactable)
ShapeshapeThe Shape game object that the Interactable is attached to. (The same as interactable.shape)
NetworknetworkA Network object that can be used to send messages between client and server.
Storagestorage(Server side only.) A Storage object that can be used to store data for the next time loading this object after being unloaded.
anydataData from the "data" json element.
anyparamsParameter set with Interactable.setParams when created from a script.

Constants:

Common callbacks:

Callbacks:


colorHighlight Color

Sets the connection-point highlight color. The connection-point is shown when using the Connect Tool and selecting the interactable. (Defaults to white)


colorNormal Color

Sets the connection-point normal color. The connection-point is shown when using the Connect Tool. (Defaults to gray)


connectionInput integer

Sets the connection input type flags. (See sm.interactable.connectionType) (Defaults to 0, no input)


connectionOutput integer

Sets the connection output type flags. (See sm.interactable.connectionType) (Defaults to 0, no output)


maxChildCount integer

Sets the maximum number of allowed child connections – the number of output connections. (Defaults to 0, no allowed child connections)

Note:

Implement client_getAvailableChildConnectionCount to control specific types.


maxParentCount integer

Sets the maximum number of allowed parent connections – the number of input connections. (Defaults to 0, no allowed parent connections)

Note:

Implement client_getAvailableParentConnectionCount to control specific types.


poseWeightCount integer

Sets the number of animation poses the shape's model is able to use.

Value can be are integers 0-3. (Defaults to 0, no poses)

A value greater that 0 indicates that the renderable's "mesh" is set up blend into "pose0", "pose1", "pose2".

This is, for instance, used to move the lever on the engine.


server_onCreate(self) serverEventCallback

Called when the scripted object is created. This occurs when a new object is built, spawned, or loaded from the save file.

Parameters:

TypeNameDescription
tableselfThe class instance.

client_onCreate(self) clientEventCallback

Called when the scripted object is created. This occurs when a new object is built, spawned, or loaded from the save file.

Parameters:

TypeNameDescription
tableselfThe class instance.

server_onDestroy(self) serverEventCallback

Called when the scripted object is destroyed.

Parameters:

TypeNameDescription
tableselfThe class instance.

client_onDestroy(self) clientEventCallback

Called when the scripted object is destroyed.

Parameters:

TypeNameDescription
tableselfThe class instance.

server_onRefresh(self) serverEventCallback

Called if the Lua script attached to the object is modified while the game is running.

Note:

This event requires Scrap Mechanic to be running with the '-dev' flag. This will allow scripts to automatically refresh upon changes.

Parameters:

TypeNameDescription
tableselfThe class instance.

client_onRefresh(self) clientEventCallback

Called if the Lua script attached to the object is modified while the game is running.

Note:

This event requires Scrap Mechanic to be running with the '-dev' flag. This will allow scripts to automatically refresh upon changes.

Parameters:

TypeNameDescription
tableselfThe class instance.

server_onFixedUpdate(self, timeStep) serverEventCallback

Called every game tick – 40 ticks a second. If the frame rate is lower than 40 fps, this event may be called twice.

During a fixed update, physics and logic between interactables are updated.

Parameters:

TypeNameDescription
tableselfThe class instance.
numbertimeStepThe time period of a tick. (Is always 0.025, a 1/40th of a second.)

client_onFixedUpdate(self, timeStep) clientEventCallback

Called every game tick – 40 ticks a second. If the frame rate is lower than 40 fps, this event may be called twice.

During a fixed update, physics and logic between interactables are updated.

Parameters:

TypeNameDescription
tableselfThe class instance.
numbertimeStepThe time period of a tick. (Is always 0.025, a 1/40th of a second.)

client_onUpdate(self, deltaTime) clientEventCallback

Called every frame.

During a frame update, graphics, animations and effects are updated.

Warning:

Because of how frequent this event is called, the game's frame rate is greatly affected by the amount of code executed here.

For any non-graphics related code, consider using client_onFixedUpdate instead.

If the event is not in use, consider removing it from the script. (Event callbacks that are not implemented will not be called.)

Parameters:

TypeNameDescription
tableselfThe class instance.
numberdeltaTimeDelta time since the last frame.

client_onClientDataUpdate(self, data, channel) clientEventCallback

Called when the client receives new client data updates from the server set with Network.setClientData.

Data set in this way is persistent and the latest data will automatically be sent to new clients.

The data will arrive after client_onCreate during the same tick.

Channel 1 will be received before channel 2 if both are updated.

Parameters:

TypeNameDescription
tableselfThe class instance.
anydataAny lua object set with Network.setClientData
integerchannelClient data channel, 1 or 2. (default: 1)

server_onUnload(self) serverEventCallback

Called when the Interactable is unloaded from the game because no Player's Character is close enough to it. Also called when exiting the game.

Note:

The creation, consisting of one or more bodies, consisting of one or more shapes joined together with joints are always unloaded at the same time.

Parameters:

TypeNameDescription
tableselfThe class instance.

client_onInteract(self, character, state) clientEventCallback

Called when a Player is interacting with the Interactable by pressing the 'Use' key (default 'E') or pressing '0–9' if the Interactable is connected to a seat. (See: Interactable.pressSeatInteractable)

Note:

If this method is defined, the player will see the interaction text "E Use" when looking at the Shape.

-- Example of interaction
function MySwitch.client_onInteract( self, _, state ) 
	if state == true then
		self.network:sendToServer( 'sv_n_toggle' )
	end
end

function MySwitch.sv_n_toggle( self ) 
	-- Toggle on and off
	self.interactable.active = not self.interactable.active
end

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is interacting with the Interactable.
booleanstateThe interaction state. (true if pressed, false if released)

client_onTinker(self, character, state) clientEventCallback

Called when a Player is tinkering with the Interactable by pressing the 'Tinker' key (default 'U').

Note:

Tinkering usually means opening the upgrade menu for seats.

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is tinkering with the Interactable.
booleanstateThe interaction state. (true if pressed, false if released)

client_onInteractThroughJoint(self, character, state, joint) clientEventCallback

Called when a Player is interacting with the Interactable through a connected Joint.

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is interacting with the Interactable.
booleanstateThe interaction state. Always true. client_onInteractThroughJoint only receives the key down event.
JointjointThe Joint that the Player interacted through.

client_onAction(self, action, state) clientEventCallback

Called when the interactable receives input from a Player with the Character locked to the Interactable.

When a Character is seated in an Interactable Shape with a "seat" component, the Character is also considered locked to the Interactable.

Parameters:

TypeNameDescription
tableselfThe class instance.
integeractionThe action as an integer value. More details in sm.interactable.actions.
booleanstateTrue on begin action, false on end action.

client_onProjectile(self, position, airTime, velocity, projectileName, shooter, damage, customData, normal, uuid) clientEventCallback

Called when the Shape is hit by a projectile.

Note:

If the shooter is destroyed before the projectile hits, the shooter value will be nil.

Parameters:

TypeNameDescription
tableselfThe class instance.
Vec3positionThe position in world space where the projectile hit the Shape.
numberairTimeThe time, in seconds, that the projectile spent flying before the hit.
Vec3velocityThe velocity of the projectile at impact.
stringprojectileNameThe name of the projectile. (Legacy, use uuid instead)
Player/Shape/Harvestable/nilshooterThe shooter, can be a Player, Shape, Harvestable or nil if unknown. Projectiles shot by a Unit will be nil on the client.
numberdamageThe damage value of the projectile.
anycustomDataA Lua object that can be defined at shoot time using sm.projectile.customProjectileAttack or an other custom version.
Vec3normalThe normal at the point of impact.
UuiduuidThe uuid of the projectile.

server_onProjectile(self, position, airTime, velocity, projectileName, shooter, damage, customData, normal, uuid) serverEventCallback

Called when the Shape is hit by a projectile.

Note:

If the shooter is destroyed before the projectile hits, the shooter value will be nil.

Parameters:

TypeNameDescription
tableselfThe class instance.
Vec3positionThe position in world space where the projectile hit the Shape.
numberairTimeThe time, in seconds, that the projectile spent flying before the hit.
Vec3velocityThe velocity of the projectile at impact.
stringprojectileNameThe name of the projectile. (Legacy, use uuid instead)
Player/Unit/Shape/Harvestable/nilshooterThe shooter. Can be a Player, Unit, Shape, Harvestable or nil if unknown.
integerdamageThe damage value of the projectile.
anycustomDataA Lua object that can be defined at shoot time using sm.projectile.customProjectileAttack or an other custom version.
Vec3normalThe normal at the point of impact.
UuiduuidThe uuid of the projectile.

server_onSledgehammer() serverEventCallback

Deprecated:

Use server_onMelee instead.


client_onMelee(self, position, attacker, damage, power, direction, normal) clientEventCallback

Called when the Shape is hit by a melee attack.

Note:

If the attacker is destroyed before the hit lands, the attacker value will be nil.

Parameters:

TypeNameDescription
tableselfThe class instance.
Vec3positionThe position in world space where the Shape was hit.
Player/nilattackerThe attacker. Can be a Player or nil if unknown. Attacks made by a Unit will be nil on the client.
integerdamageThe damage value of the melee hit.
numberpowerThe physical impact impact of the hit.
Vec3directionThe direction that the melee attack was made.
Vec3normalThe normal at the point of impact.

server_onMelee(self, position, attacker, damage, power, direction, normal) serverEventCallback

Called when the Shape is hit by a melee attack.

Note:

If the attacker is destroyed before the hit lands, the attacker value will be nil.

Parameters:

TypeNameDescription
tableselfThe class instance.
Vec3positionThe position in world space where the Shape was hit.
Player/Unit/nilattackerThe attacker. Can be a Player, Unit or nil if unknown.
integerdamageThe damage value of the melee hit.
numberpowerThe physical impact impact of the hit.
Vec3directionThe direction that the melee attack was made.
Vec3normalThe normal at the point of impact.

server_onExplosion(self, center, destructionLevel) serverEventCallback

Called when the Shape is hit by an explosion.

For more information about explosions, see sm.physics.explode.

Parameters:

TypeNameDescription
tableselfThe class instance.
Vec3centerThe center of the explosion.
integerdestructionLevelThe level of destruction done by this explosion. Corresponds to the 'durability' rating of a Shape.

client_onCollision(self, other, position, selfPointVelocity, otherPointVelocity, normal) clientEventCallback

Called when the Shape collides with another object.

Parameters:

TypeNameDescription
tableselfThe class instance.
Shape/Character/Harvestable/Lift/nilotherThe other object. Nil if terrain.
Vec3positionThe position in world space where the collision occurred.
Vec3selfPointVelocityThe velocity that that the Shape had at the point of collision.
Vec3otherPointVelocityThe velocity that that the other object had at the point of collision.
Vec3normalThe collision normal between the Shape and the other other object.

server_onCollision(self, other, position, selfPointVelocity, otherPointVelocity, normal) serverEventCallback

Called when the Shape collides with another object.

Parameters:

TypeNameDescription
tableselfThe class instance.
Shape/Character/Harvestable/Lift/nilotherThe other object. Nil if terrain.
Vec3positionThe position in world space where the collision occurred.
Vec3selfPointVelocityThe velocity that that the Shape had at the point of collision.
Vec3otherPointVelocityThe velocity that that the other object had at the point of collision.
Vec3normalThe collision normal between the Shape and the other other object.

client_canErase(self) clientEventCallback

Called to check whether the Shape can be erased at this moment.

Note:

Can be used to override restrictions. (See Shape.erasable)

Parameters:

TypeNameDescription
tableselfThe class instance.

Returns:

TypeDescription
booleanA boolean indicating whether the Shape can be erased or not. (Defaults to true)

server_canErase(self) serverEventCallback

Called to check whether the Shape can be erased at this moment.

Note:

Can be used to override restrictions. (See Shape.erasable)

Parameters:

TypeNameDescription
tableselfThe class instance.

Returns:

TypeDescription
booleanA boolean indicating whether the Shape can be erased or not. (Defaults to true)

client_canInteract(self, character) clientEventCallback

Called to check whether the Interactable can be interacted with at this moment.

Note:

This callback can also be used to change the interaction text shown to the player using sm.gui.setInteractionText. (Defaults to "E Use")

Note:

Can be used to override restrictions. (See Shape.usable)

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is looking at the Shape.

Returns:

TypeDescription
booleanA boolean indicating whether the interactable can be interacted with or not. (Defaults to true if client_onInteract is implemented, otherwise false)

client_canInteractThroughJoint(self, character) clientEventCallback

Called to check whether the Interactable can be interacted with through a child Joint at this moment.

Note:

This callback can also be used to change the interaction text shown to the player using sm.gui.setInteractionText. (Defaults to "E Use")

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is looking at the Joint.

Returns:

TypeDescription
booleanA boolean indicating whether the interactable can be interacted with or not. (Defaults to true if client_onInteractThroughJoint is implemented, otherwise false)

client_canTinker(self, character) clientEventCallback

Called to check whether the Interactable can be tinkered with at this moment.

Note:

Tinkering usually means opening the upgrade menu for seats.

Parameters:

TypeNameDescription
tableselfThe class instance.
CharactercharacterThe Character of the Player that is looking at the Shape.

Returns:

TypeDescription
booleanA boolean indicating whether the interactable can be tinkered with or not. (Defaults to true if client_onTinker is implemented, otherwise false)

client_getAvailableParentConnectionCount(self, flags) clientEventCallback

Called to check how many more parent (input) connections with the given type flag the Interactable will accept. Return 1 or more to allow a connection of this type.

-- Example of implementation where logic and power shares the same slot but electricity counts as separate
MyIteractable.maxParentCount = 2
MyIteractable.connectionInput = sm.interactable.connectionType.logic + sm.interactable.connectionType.power + sm.interactable.connectionType.electricity

function MyIteractable.client_getAvailableParentConnectionCount( self, flags )
	if bit.band( flags, bit.bor( sm.interactable.connectionType.logic, sm.interactable.connectionType.power ) ) ~= 0 then
		return 1 - self:getParents( bit.bor( sm.interactable.connectionType.logic, sm.interactable.connectionType.power ) )
	end
	if bit.band( flags, sm.interactable.connectionType.electricity ) ~= 0 then
		return 1 - self:getParents( sm.interactable.connectionType.electricity )
	end
	return 0
end

Note:

maxParentCount must be 1 or more for this callback to be called.

Parameters:

TypeNameDescription
tableselfThe class instance.
integerflagsConnection type flags.

Returns:

TypeDescription
integerThe number of available connections.

client_getAvailableChildConnectionCount(self, flags) clientEventCallback

Called to check how many more child (output) connections with the given type flag the Interactable will accept. Return 1 or more to allow a connection of this type.

-- Example of implementation that accepts 10 logic connections and 1 power connection
MyInteractable.maxChildCount = 11
MyInteractable.connectionOutput = sm.interactable.connectionType.logic + sm.interactable.connectionType.power

function MyIteractable.client_getAvailableChildConnectionCount( self, flags )
	if bit.band( flags, sm.interactable.connectionType.logic ) ~= 0 then
		return 10 - self:getParents( sm.interactable.connectionType.logic )
	end
	if bit.band( flags, sm.interactable.connectionType.power ) ~= 0 then
		return 1 - self:getParents( sm.interactable.connectionType.power )
	end
	return 0
end

Note:

maxChildCount must be 1 or more for this callback to be called.

Parameters:

TypeNameDescription
tableselfThe class instance.
integerflagsConnection type flags.

Returns:

TypeDescription
integerThe number of available connections.

client_canCarry(self) clientEventCallback

Called to check if the shape must be carried instead of put in the inventory.

Note:

Shapes with the "carryItem" attribute are always carried.

Parameters:

TypeNameDescription
tableselfThe class instance.

Returns:

TypeDescription
booleanA boolean indicating whether the interacable must be carried or not. (Defaults to false)