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{ area?: BoundingBox, collision_mask?: CollisionLayerID | Array<CollisionLayerID> | Dict<CollisionLayerID, true>, direction?: defines.direction | Array<defines.direction>, force?: ForceSet, ghost_name?: EntityID | Array<EntityID>, ghost_type?: string | Array<string>, has_item_inside?: ItemWithQualityID, invert?: boolean, is_military_target?: boolean, limit?: uint32, name?: EntityID | Array<EntityID>, position?: MapPosition, quality?: QualityCondition, radius?: double, to_be_deconstructed?: boolean, to_be_upgraded?: boolean, type?: string | Array<string> }