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-rw-r--r--doc/lua_api.txt295
1 files changed, 217 insertions, 78 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 005d7c010..beb70db15 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -1,4 +1,4 @@
-Minetest Lua Modding API Reference 0.4.4
+Minetest Lua Modding API Reference 0.4.5
==========================================
More information at http://c55.me/minetest/
@@ -27,6 +27,39 @@ Startup
Mods are loaded during server startup from the mod load paths by running
the init.lua scripts in a shared environment.
+Paths
+-----
+RUN_IN_PLACE=1: (Windows release, local build)
+ $path_user: Linux: <build directory>
+ Windows: <build directory>
+ $path_share: Linux: <build directory>
+ Windows: <build directory>
+
+RUN_IN_PLACE=0: (Linux release)
+ $path_share: Linux: /usr/share/minetest
+ Windows: <install directory>/minetest-0.4.x
+ $path_user: Linux: ~/.minetest
+ Windows: C:/users/<user>/AppData/minetest (maybe)
+
+Games
+-----
+Games are looked up from:
+ $path_share/games/gameid/
+ $path_user/games/gameid/
+where gameid is unique to each game.
+
+The game directory contains the file game.conf, which contains these fields:
+ name = <Human-readable full name of the game>
+ common_mods = <Comma-separated list of common mods>
+eg.
+ name = Minetest
+ common_mods = bucket, default, doors, fire, stairs
+
+Common mods are loaded from the pseudo-game "common".
+
+The game directory can contain the file minetest.conf, which will be used
+to set default settings when running the particular game.
+
Mod load path
-------------
Generic:
@@ -170,18 +203,18 @@ from the available ones of the following files:
Examples of sound parameter tables:
-- Play locationless on all clients
{
- gain = 1.0, -- default
+ gain = 1.0, -- default
}
-- Play locationless to a player
{
- to_player = name,
- gain = 1.0, -- default
+ to_player = name,
+ gain = 1.0, -- default
}
-- Play in a location
{
- pos = {x=1,y=2,z=3},
- gain = 1.0, -- default
- max_hear_distance = 32, -- default
+ pos = {x=1,y=2,z=3},
+ gain = 1.0, -- default
+ max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
@@ -233,11 +266,11 @@ local drawtype = get_nodedef_field(nodename, "drawtype")
Example: minetest.get_item_group(name, group) has been implemented as:
function minetest.get_item_group(name, group)
- if not minetest.registered_items[name] or not
- minetest.registered_items[name].groups[group] then
- return 0
- end
- return minetest.registered_items[name].groups[group]
+ if not minetest.registered_items[name] or not
+ minetest.registered_items[name].groups[group] then
+ return 0
+ end
+ return minetest.registered_items[name].groups[group]
end
Nodes
@@ -277,6 +310,10 @@ param2 is reserved for the engine when any of these are used:
paramtype2 == "facedir"
^ The rotation of the node is stored in param2. Furnaces and chests are
rotated this way. Can be made by using minetest.dir_to_facedir().
+ Values range 0 - 23
+ facedir modulo 4 = axisdir
+ 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
+ facedir's two less significant bits are rotation around the axis
Nodes can also contain extra data. See "Node Metadata".
@@ -335,6 +372,28 @@ A box is defined as:
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+Ore types
+---------------
+These tell in what manner the ore is generated.
+All default ores are of the uniformly-distributed scatter type.
+
+- scatter
+ Randomly chooses a location and generates a cluster of ore.
+ If noise_params is specified, the ore will be placed if the 3d perlin noise at
+ that point is greater than the noise_threshhold, giving the ability to create a non-equal
+ distribution of ore.
+- sheet
+ Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
+ The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
+ a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
+ scale when comparing against the noise threshhold, but scale is used to determine relative height.
+ The height of the blob is randomly scattered, with a maximum height of clust_size.
+ clust_scarcity and clust_num_ores are ignored.
+ This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
+- claylike - NOT YET IMPLEMENTED
+ Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
+ neighborhood of clust_size radius.
+
Representations of simple things
--------------------------------
Position/vector:
@@ -412,9 +471,11 @@ a node is destroyable and how long it takes to destroy by a tool.
Groups of entities
-------------------
For entities, groups are, as of now, used only for calculating damage.
+The rating is the percentage of damage caused by tools with this damage group.
+See "Entity damage mechanism".
-object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
-object.set_armor_groups({level=2, fleshy=2, cracky=2})
+object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
+object.set_armor_groups({fleshy=30, cracky=80})
Groups of tools
----------------
@@ -435,7 +496,7 @@ An example: Make meat soup from any meat, any water and any bowl
}
An another example: Make red wool from white wool and red dye
{
- type = 'shapeless',
+ type = 'shapeless',
output = 'wool:red',
recipe = {'wool:white', 'group:dye,basecolor_red'},
}
@@ -446,7 +507,7 @@ Special groups
- level: Can be used to give an additional sense of progression in the game.
- A larger level will cause eg. a weapon of a lower level make much less
damage, and get weared out much faster, or not be able to get drops
- from destroyed nodes.
+ from destroyed nodes.
- 0 is something that is directly accessible at the start of gameplay
- There is no upper limit
- dig_immediate: (player can always pick up node without tool wear)
@@ -463,7 +524,6 @@ Special groups
Known damage and digging time defining groups
----------------------------------------------
-Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
- crumbly: dirt, sand
- cracky: tough but crackable stuff like stone.
- snappy: something that can be cut using fine tools; eg. leaves, small
@@ -516,6 +576,7 @@ groups to enable interaction with tools.
* Uses (until the tool breaks)
* Maximum level (usually 0, 1, 2 or 3)
* Digging times
+ * Damage groups
**Full punch interval**:
When used as a weapon, the tool will do full damage if this time is spent
@@ -547,17 +608,19 @@ maximum level.
result in the tool to be able to dig nodes that have a rating of 2 or 3
for this group, and unable to dig the rating 1, which is the toughest.
Unless there is a matching group that enables digging otherwise.
- * For entities, damage equals the amount of nodes dug in the time spent
- between hits, with a maximum time of ''full_punch_interval''.
+
+**Damage groups**
+List of damage for groups of entities. See "Entity damage mechanism".
Example definition of the capabilities of a tool
-------------------------------------------------
tool_capabilities = {
- full_punch_interval=1.5,
- max_drop_level=1,
- groupcaps={
- crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
- }
+ full_punch_interval=1.5,
+ max_drop_level=1,
+ groupcaps={
+ crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
+ }
+ damage_groups = {fleshy=2},
}
This makes the tool be able to dig nodes that fullfill both of these:
@@ -588,10 +651,12 @@ Notes:
Entity damage mechanism
------------------------
Damage calculation:
-- Take the time spent after the last hit
-- Limit time to full_punch_interval
-- Take the damage groups and imagine a bunch of nodes that have them
-- Damage in HP is the amount of nodes destroyed in this time.
+damage = 0
+foreach group in cap.damage_groups:
+ damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
+ * (object.armor_groups[group] / 100.0)
+ -- Where object.armor_groups[group] is 0 for inexisting values
+return damage
Client predicts damage based on damage groups. Because of this, it is able to
give an immediate response when an entity is damaged or dies; the response is
@@ -717,7 +782,7 @@ field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ default is the default value of the field
^ default may contain variable references such as '${text}' which
will fill the value from the metadata value 'text'
- ^ Note: no extra text or more than a single variable is supported ATM.
+ ^ Note: no extra text or more than a single variable is supported ATM.
field[<name>;<label>;<default>]
^ as above but without position/size units
@@ -778,6 +843,9 @@ string:trim()
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
^ Convert position to a printable string
minetest.string_to_pos(string) -> position
+^ Same but in reverse
+minetest.formspec_escape(string) -> string
+^ escapes characters like [, ], and \ that can not be used in formspecs
minetest namespace reference
-----------------------------
@@ -804,6 +872,7 @@ minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)
+minetest.register_ore(ore definition)
Global callback registration functions: (Call these only at load time)
minetest.register_globalstep(func(dtime))
@@ -919,12 +988,17 @@ minetest.get_craft_result(input) -> output, decremented_input
^ output.time = number, if unsuccessful: 0
^ decremented_input = like input
minetest.get_craft_recipe(output) -> input
+^ returns last registered recipe for output item (node)
^ output is a node or item type such as 'default:torch'
^ input.method = 'normal' or 'cooking' or 'fuel'
^ input.width = for example 3
^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
stack 5, stack 6, stack 7, stack 8, stack 9 }
^ input.items = nil if no recipe found
+minetest.get_all_craft_recipes(output) -> table or nil
+^ returns table with all registered recipes for output item (node)
+^ returns nil if no recipe was found
+^ table entries have same format as minetest.get_craft_recipe
minetest.handle_node_drops(pos, drops, digger)
^ drops: list of itemstrings
^ Handles drops from nodes after digging: Default action is to put them into
@@ -969,9 +1043,9 @@ minetest.sound_play(spec, parameters) -> handle
minetest.sound_stop(handle)
Timing:
-minetest.after(time, func, param)
+minetest.after(time, func, ...)
^ Call function after time seconds
-^ param is optional; to pass multiple parameters, pass a table.
+^ Optional: Variable number of arguments that are passed to func
Server:
minetest.request_shutdown() -> request for server shutdown
@@ -983,6 +1057,37 @@ minetest.get_ban_description(ip_or_name) -> ban description (string)
minetest.ban_player(name) -> ban a player
minetest.unban_player_or_ip(name) -> unban player or IP address
+Particles:
+minetest.add_particle(pos, velocity, acceleration, expirationtime,
+ size, collisiondetection, texture, playername)
+^ Spawn particle at pos with velocity and acceleration
+^ Disappears after expirationtime seconds
+^ collisiondetection: if true collides with physical objects
+^ Uses texture (string)
+^ Playername is optional, if specified spawns particle only on the player's client
+
+minetest.add_particlespawner(amount, time,
+ minpos, maxpos,
+ minvel, maxvel,
+ minacc, maxacc,
+ minexptime, maxexptime,
+ minsize, maxsize,
+ collisiondetection, texture, playername)
+^ Add a particlespawner, an object that spawns an amount of particles over time seconds
+^ The particle's properties are random values in between the boundings:
+^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
+^ minsize/maxsize, minexptime/maxexptime (expirationtime)
+^ collisiondetection: if true uses collisiondetection
+^ Uses texture (string)
+^ Playername is optional, if specified spawns particle only on the player's client
+^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
+^ Returns and id
+
+minetest.delete_particlespawner(id, player)
+^ Delete ParticleSpawner with id (return value from add_particlespawner)
+^ If playername is specified, only deletes on the player's client,
+^ otherwise on all clients
+
Random:
minetest.get_connected_players() -> list of ObjectRefs
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
@@ -1196,9 +1301,15 @@ methods:
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
-- set_attach(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+- set_attach(parent, bone, position, rotation)
+ ^ bone = string
+ ^ position = {x=num, y=num, z=num} (relative)
+ ^ rotation = {x=num, y=num, z=num}
- set_detach()
-- set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+- set_bone_position(bone, position, rotation)
+ ^ bone = string
+ ^ position = {x=num, y=num, z=num} (relative)
+ ^ rotation = {x=num, y=num, z=num}
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
@@ -1220,15 +1331,17 @@ Player-only: (no-op for other objects)
- get_look_dir(): get camera direction as a unit vector
- get_look_pitch(): pitch in radians
- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
+- set_look_pitch(radians): sets look pitch
+- set_look_yaw(radians): sets look yaw
- set_inventory_formspec(formspec)
^ Redefine player's inventory form
^ Should usually be called in on_joinplayer
- get_inventory_formspec() -> formspec string
- get_player_control(): returns table with player pressed keys
- {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
+ {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
- get_player_control_bits(): returns integer with bit packed player pressed keys
- bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
-
+ bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
+
InvRef: Reference to an inventory
methods:
- is_empty(listname): return true if list is empty
@@ -1313,8 +1426,8 @@ Registered entities
^ puncher: ObjectRef (can be nil)
^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
^ tool_capabilities: capability table of used tool (can be nil)
- ^ dir: unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
+ ^ dir: unit vector of direction of punch. Always defined. Points from
+ the puncher to the punched.
- on_rightclick(self, clicker)
- get_staticdata(self)
^ Should return a string that will be passed to on_activate when
@@ -1389,10 +1502,10 @@ Item definition (register_node, register_craftitem, register_tool)
max_drop_level=0,
groupcaps={
-- For example:
- fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
- }
+ },
+ damage_groups = {groupname=damage},
}
node_placement_prediction = nil,
^ If nil and item is node, prediction is made automatically
@@ -1401,6 +1514,9 @@ Item definition (register_node, register_craftitem, register_tool)
^ Otherwise should be name of node which the client immediately places
on ground when the player places the item. Server will always update
actual result to client in a short moment.
+ sound = {
+ place = <SimpleSoundSpec>,
+ }
on_place = func(itemstack, placer, pointed_thing),
^ Shall place item and return the leftover itemstack
@@ -1435,10 +1551,10 @@ Node definition (register_node)
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0,
tiles = {tile definition 1, def2, def3, def4, def5, def6},
- ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
+ ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
^ List can be shortened to needed length
special_tiles = {tile definition 1, Tile definition 2},
- ^ Special textures of node; used rarely (old field name: special_materials)
+ ^ Special textures of node; used rarely (old field name: special_materials)
^ List can be shortened to needed length
alpha = 255,
post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
@@ -1468,6 +1584,7 @@ Node definition (register_node)
footstep = <SimpleSoundSpec>,
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
dug = <SimpleSoundSpec>,
+ place = <SimpleSoundSpec>,
},
on_construct = func(pos),
@@ -1494,7 +1611,7 @@ Node definition (register_node)
can_dig = function(pos,player)
^ returns true if node can be dug, or false if not
^ default: nil
-
+
on_punch = func(pos, node, puncher),
^ default: minetest.node_punch
^ By default: does nothing
@@ -1517,32 +1634,32 @@ Node definition (register_node)
^ Called when an UI form (eg. sign text input) returns data
^ default: nil
- allow_metadata_inventory_move = func(pos, from_list, from_index,
- to_list, to_index, count, player),
- ^ Called when a player wants to move items inside the inventory
- ^ Return value: number of items allowed to move
-
- allow_metadata_inventory_put = func(pos, listname, index, stack, player),
- ^ Called when a player wants to put something into the inventory
- ^ Return value: number of items allowed to put
- ^ Return value: -1: Allow and don't modify item count in inventory
+ allow_metadata_inventory_move = func(pos, from_list, from_index,
+ to_list, to_index, count, player),
+ ^ Called when a player wants to move items inside the inventory
+ ^ Return value: number of items allowed to move
+
+ allow_metadata_inventory_put = func(pos, listname, index, stack, player),
+ ^ Called when a player wants to put something into the inventory
+ ^ Return value: number of items allowed to put
+ ^ Return value: -1: Allow and don't modify item count in inventory
- allow_metadata_inventory_take = func(pos, listname, index, stack, player),
- ^ Called when a player wants to take something out of the inventory
- ^ Return value: number of items allowed to take
- ^ Return value: -1: Allow and don't modify item count in inventory
-
- on_metadata_inventory_move = func(pos, from_list, from_index,
- to_list, to_index, count, player),
- on_metadata_inventory_put = func(pos, listname, index, stack, player),
- on_metadata_inventory_take = func(pos, listname, index, stack, player),
- ^ Called after the actual action has happened, according to what was allowed.
- ^ No return value
+ allow_metadata_inventory_take = func(pos, listname, index, stack, player),
+ ^ Called when a player wants to take something out of the inventory
+ ^ Return value: number of items allowed to take
+ ^ Return value: -1: Allow and don't modify item count in inventory
+
+ on_metadata_inventory_move = func(pos, from_list, from_index,
+ to_list, to_index, count, player),
+ on_metadata_inventory_put = func(pos, listname, index, stack, player),
+ on_metadata_inventory_take = func(pos, listname, index, stack, player),
+ ^ Called after the actual action has happened, according to what was allowed.
+ ^ No return value
- on_blast = func(pos, intensity),
- ^ intensity: 1.0 = mid range of regular TNT
- ^ If defined, called when an explosion touches the node, instead of
- removing the node
+ on_blast = func(pos, intensity),
+ ^ intensity: 1.0 = mid range of regular TNT
+ ^ If defined, called when an explosion touches the node, instead of
+ removing the node
}
Recipe for register_craft: (shaped)
@@ -1591,6 +1708,28 @@ Recipe for register_craft (furnace fuel)
burntime = 1,
}
+Ore definition (register_ore)
+{
+ ore_type = "scatter" -- See "Ore types"
+ ore = "default:stone_with_coal",
+ wherein = "default:stone",
+ clust_scarcity = 8*8*8,
+ ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
+ ^ This value should be *MUCH* higher than your intuition might tell you!
+ clust_num_ores = 8,
+ ^ Number of ores in a cluster
+ clust_size = 3,
+ ^ Size of the bounding box of the cluster
+ ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
+ height_min = -31000,
+ height_max = 64,
+ noise_threshhold = 0.5,
+ ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
+ noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
+ ^ NoiseParams structure describing the perlin noise used for ore distribution.
+ ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
+}
+
Chatcommand definition (register_chatcommand)
{
params = "<name> <privilege>", -- short parameter description
@@ -1601,24 +1740,24 @@ Chatcommand definition (register_chatcommand)
Detached inventory callbacks
{
- allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
+ allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
^ Called when a player wants to move items inside the inventory
- ^ Return value: number of items allowed to move
-
+ ^ Return value: number of items allowed to move
+
allow_put = func(inv, listname, index, stack, player),
^ Called when a player wants to put something into the inventory
- ^ Return value: number of items allowed to put
- ^ Return value: -1: Allow and don't modify item count in inventory
+ ^ Return value: number of items allowed to put
+ ^ Return value: -1: Allow and don't modify item count in inventory
allow_take = func(inv, listname, index, stack, player),
^ Called when a player wants to take something out of the inventory
- ^ Return value: number of items allowed to take
- ^ Return value: -1: Allow and don't modify item count in inventory
-
- on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
+ ^ Return value: number of items allowed to take
+ ^ Return value: -1: Allow and don't modify item count in inventory
+
+ on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
on_put = func(inv, listname, index, stack, player),
on_take = func(inv, listname, index, stack, player),
- ^ Called after the actual action has happened, according to what was allowed.
- ^ No return value
+ ^ Called after the actual action has happened, according to what was allowed.
+ ^ No return value
}