1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
|
Minetest Lua Modding API Reference 0.4.dev
==========================================
More information at http://c55.me/minetest/
Introduction
-------------
Content and functionality can be added to Minetest 0.4 by using Lua
scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.
Mods are contained and ran solely on the server side. Definitions and media
files are automatically transferred to the client.
If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API. You can send such improvements as
source code patches to <celeron55@gmail.com>.
Programming in Lua
-------------------
If you have any difficulty in understanding this, please read:
http://www.lua.org/pil/
Startup
--------
Mods are loaded during server startup from the mod load paths by running
the init.lua scripts.
Mod load path
-------------
Generic:
$path_share/games/gameid/mods/
$path_share/mods/gameid/
$path_user/games/gameid/mods/
$path_user/mods/gameid/ <-- User-installed mods
$worldpath/worldmods/
In a run-in-place version (eg. the distributed windows version):
minetest-0.4.x/games/gameid/mods/
minetest-0.4.x/mods/gameid/ <-- User-installed mods
minetest-0.4.x/worlds/worldname/worldmods/
On an installed version on linux:
/usr/share/minetest/games/gameid/mods/
~/.minetest/mods/gameid/ <-- User-installed mods
~/.minetest/worlds/worldname/worldmods
Mod directory structure
------------------------
mods
|-- modname
| |-- depends.txt
| |-- init.lua
| |-- textures
| | |-- modname_stuff.png
| | `-- modname_something_else.png
| |-- sounds
| |-- media
| `-- <custom data>
`-- another
modname:
The location of this directory can be fetched by using
minetest.get_modpath(modname)
depends.txt:
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
init.lua:
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
minetest.setting_get(name) and minetest.setting_getbool(name) can be used
to read custom or existing settings at load time, if necessary.
textures, sounds, media:
Media files (textures, sounds, whatever) that will be transferred to the
client and will be available for use by the mod.
Naming convention for registered textual names
----------------------------------------------
Registered names should generally be in this format:
"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
This is to prevent conflicting names from corrupting maps and is
enforced by the mod loader.
Example: mod "experimental", ideal item/node/entity name "tnt":
-> the name should be "experimental:tnt".
Enforcement can be overridden by prefixing the name with ":". This can
be used for overriding the registrations of some other mod.
Example: Any mod can redefine experimental:tnt by using the name
":experimental:tnt" when registering it.
(also that mod is required to have "experimental" as a dependency)
The ":" prefix can also be used for maintaining backwards compatibility.
Aliases
-------
Aliases can be added by using minetest.register_alias(name, convert_to)
This will make Minetest to convert things called name to things called
convert_to.
This can be used for maintaining backwards compatibility.
This can be also used for setting quick access names for things, eg. if
you have an item called epiclylongmodname:stuff, you could do
minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use "/giveme stuff".
Textures
--------
Mods should generally prefix their textures with modname_, eg. given
the mod name "foomod", a texture could be called
"foomod_foothing.png"
Textures are referred to by their complete name, or alternatively by
stripping out the file extension:
eg. foomod_foothing.png
eg. foomod_foothing
Sounds
-------
Only OGG files are supported.
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
Mods should generally prefix their sounds with modname_, eg. given
the mod name "foomod", a sound could be called
"foomod_foosound.ogg"
Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out. When a sound is played, the actual sound file
is chosen randomly from the matching sounds.
When playing the sound "foomod_foosound", the sound is chosen randomly
from the available ones of the following files:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
...
foomod_foosound.9.ogg
Examples of sound parameter tables:
-- Play locationless on all clients
{
gain = 1.0, -- default
}
-- Play locationless to a player
{
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
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default
loop = true, -- only sounds connected to objects can be looped
}
Representations of simple things
--------------------------------
MapNode representation:
{name="name", param1=num, param2=num}
MapNodes do not directly have any other data associated with them.
If you want to access the definition of the node, you access
minetest.registered_nodes[node.name]
param1 and param2 are 8 bit and 4 bit integers, respectively. They
are reserved for certain automated functions. If you don't use these
functions, you can use them to store arbitrary values.
param1 is reserved for the engine when:
paramtype != "none"
param2 is reserved for the engine when any of these are used:
liquidtype == "flowing"
drawtype == "flowingliquid"
drawtype == "torchlike"
drawtype == "signlike"
Position/vector:
{x=num, y=num, z=num}
Currently the API does not provide any helper functions for addition,
subtraction and whatever; you can define those that you need yourself.
stackstring/itemstring: A stack of items in serialized format.
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. 'default:apple'
item: A stack of items in Lua table format.
eg. {name="default:dirt", count=5, wear=0, metadata=""}
^ 5 dirt nodes
eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
^ a wooden pick about 1/3 weared out
eg. {name="default:apple", count=1, wear=0, metadata=""}
^ an apple.
Any time an item must be passed to a function, it can be an
ItemStack (see below), an itemstring or a table in the above format.
SimpleSoundSpec:
eg. ""
eg. "default_place_node"
eg. {}
eg. {name="default_place_node"}
eg. {name="default_place_node", gain=1.0}
Items
------
Node (register_node):
A node from the world
Tool (register_tool):
A tool/weapon that can dig and damage things according to tool_capabilities
Craftitem (register_craftitem):
A miscellaneous item
Groups
-------
In a number of places, there is a group table. Groups define the
properties of a thing (item, node, armor of entity, capabilities of
tool) in such a way that the engine and other mods can can interact with
the thing without actually knowing what the thing is.
Usage:
- Groups are stored in a table, having the group names with keys and the
group ratings as values. For example:
groups = {crumbly=3, soil=1}
^ Default dirt (soil group actually currently not defined; TODO)
groups = {crumbly=2, soil=1, level=2, outerspace=1}
^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
useful meaning for a rating for an enabled group, it shall be 1.
- When not defined, the rating of a group defaults to 0. Thus when you
read groups, you must interpret nil and 0 as the same value, 0.
Groups of items
----------------
Groups of items can define what kind of an item it is (eg. wool).
Groups of nodes
----------------
In addition to the general item things, groups are used to define whether
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.
object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
object.set_armor_groups({level=2, fleshy=2, cracky=2})
Groups of tools
----------------
Groups in tools define which groups of nodes and entities they are
effective towards.
Groups in crafting recipes
---------------------------
- Not implemented yet. (TODO)
- Will probably look like this:
{
output = 'food:meat_soup_raw',
recipe = {
{'group:meat'},
{'group:water'},
{'group:bowl'},
},
preserve = {'group:bowl'},
}
Special groups
---------------
- immortal: Disables the group damage system for an entity
- 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.
- 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)
- 2: node is removed without tool wear after 0.5 seconds or so
(rail, sign)
- 3: node is removed without tool wear immediately (torch)
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
plants, wire, sheets of metal
- choppy: something that can be cut using force; eg. trees, wooden planks
- fleshy: Living things like animals and the player. This could imply
some blood effects when hitting.
- explody: Especially prone to explosions
- oddly_breakable_by_hand:
Can be added to nodes that shouldn't logically be breakable by the
hand but are. Somewhat similar to dig_immediate, but times are more
like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
speed of a tool if the tool can dig at a larger speed than this
suggests for the hand.
Examples of custom groups
--------------------------
Item groups are often used for defining, well, //groups of items//.
- meat: any meat-kind of a thing (rating might define the size or healing
ability or be irrelevant - it is not defined as of yet)
- eatable: anything that can be eaten. Rating might define HP gain in half
hearts.
- flammable: can be set on fire. Rating might define the intensity of the
fire, affecting eg. the speed of the spreading of an open fire.
- wool: any wool (any origin, any color)
- metal: any metal
- weapon: any weapon
- heavy: anything considerably heavy
Digging time calculation specifics
-----------------------------------
Groups such as **crumbly**, **cracky** and **snappy** are used for this
purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
faster digging time.
The **level** group is used to limit the toughness of nodes a tool can dig
and to scale the digging times / damage to a greater extent.
^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
full potential.
Tools define their properties by a list of parameters for groups. They
cannot dig other groups; thus it is important to use a standard bunch of
groups to enable interaction with tools.
**Tools define:**
* Full punch interval
* Maximum drop level
* For an arbitrary list of groups:
* Uses (until the tool breaks)
* Maximum level (usually 0, 1, 2 or 3)
* Digging times
**Full punch interval**:
When used as a weapon, the tool will do full damage if this time is spent
between punches. If eg. half the time is spent, the tool will do half
damage.
**Maximum drop level**
Suggests the maximum level of node, when dug with the tool, that will drop
it's useful item. (eg. iron ore to drop a lump of iron).
- This is not automated; it is the responsibility of the node definition
to implement this
**Uses**
Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. For lower leveled nodes, the use count
is multiplied by 3^leveldiff.
- uses=10, leveldiff=0 -> actual_uses=10
- uses=10, leveldiff=1 -> actual_uses=30
- uses=10, leveldiff=2 -> actual_uses=90
**Maximum level**
Tells what is the maximum level of a node of this group that the tool will
be able to dig.
**Digging times**
List of digging times for different ratings of the group, for nodes of the
maximum level.
* For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
result 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''.
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}}
}
}
This makes the tool be able to dig nodes that fullfill both of these:
- Have the **crumbly** group
- Have a **level** group less or equal to 2
Table of resulting digging times:
crumbly 0 1 2 3 4 <- level
-> 0 - - - - -
1 0.80 1.60 1.60 - -
2 0.60 1.20 1.20 - -
3 0.40 0.80 0.80 - -
level diff: 2 1 0 -1 -2
Table of resulting tool uses:
-> 0 - - - - -
1 180 60 20 - -
2 180 60 20 - -
3 180 60 20 - -
Notes:
- At crumbly=0, the node is not diggable.
- At crumbly=3, the level difference digging time divider kicks in and makes
easy nodes to be quickly breakable.
- At level > 2, the node is not diggable, because it's level > maxlevel
Entity damage mechanism
------------------------
Damage calculation:
- Take the time spent after the last hit
- Limit time to full_punch_interval
- Take the damage groups, assume a node has them
- Damage in HP is the amount of nodes destroyed in this time.
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
pre-defined somehow (eg. by defining a sprite animation) (not implemented;
TODO).
- Currently a smoke puff will appear when an entity dies.
The group **immortal** will completely disable normal damage.
Entities can define a special armor group, which is **punch_operable**. This
group will disable the regular damage mechanism for players punching it by hand
or a non-tool item.
On the Lua side, every punch calls ''entity:on_punch(puncher,
time_from_last_punch, tool_capabilities, direction)''. This should never be
called directly, because damage is usually not handled by the entity itself.
* ''puncher'' is the object performing the punch. Can be nil. Should never be
accessed unless absolutely required.
* ''time_from_last_punch'' is time from last punch (by puncher) or nil.
* ''tool_capabilities'' can be nil.
* ''direction'' is a unit vector, pointing from the source of the punch to
the punched object.
To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''.
* Return value is tool wear.
* Parameters are equal to the above callback.
* If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
automatically filled in based on the location of ''puncher''.
Helper functions
-----------------
dump2(obj, name="_", dumped={})
^ Return object serialized as a string, handles reference loops
dump(obj, dumped={})
^ Return object serialized as a string
string:split(separator)
^ eg. string:split("a,b", ",") == {"a","b"}
string:trim()
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
^ Convert position to a printable string
minetest namespace reference
-----------------------------
minetest.get_current_modname() -> string
minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
^ Useful for loading additional .lua modules or static data from mod
minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
^ Useful for storing custom data
minetest.is_singleplayer()
minetest.debug(line)
^ Goes to dstream
minetest.log(line)
minetest.log(loglevel, line)
^ loglevel one of "error", "action", "info", "verbose"
Registration functions: (Call these only at load time)
minetest.register_entity(name, prototype table)
minetest.register_abm(abm definition)
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)
minetest.register_globalstep(func(dtime))
minetest.register_on_placenode(func(pos, newnode, placer))
minetest.register_on_dignode(func(pos, oldnode, digger))
minetest.register_on_punchnode(func(pos, node, puncher))
minetest.register_on_generated(func(minp, maxp, blockseed))
minetest.register_on_newplayer(func(ObjectRef))
minetest.register_on_dieplayer(func(ObjectRef))
minetest.register_on_respawnplayer(func(ObjectRef))
^ return true in func to disable regular player placement
^ currently called _before_ repositioning of player occurs
minetest.register_on_chat_message(func(name, message))
minetest.register_chatcommand(cmd, chatcommand definition)
minetest.register_privilege(name, definition)
^ definition: "description text"
^ definition: {
description = "description text",
give_to_singleplayer = boolean, -- default: true
}
minetest.register_authentication_handler(handler)
^ See minetest.builtin_auth_handler in builtin.lua for reference
Setting-related:
minetest.setting_set(name, value)
minetest.setting_get(name) -> string or nil
minetest.setting_getbool(name) -> boolean value or nil
minetest.add_to_creative_inventory(itemstring)
Authentication:
minetest.notify_authentication_modified(name)
^ Should be called by the authentication handler if privileges change.
^ To report everybody, set name=nil.
minetest.get_password_hash(name, raw_password)
^ Convert a name-password pair to a password hash that minetest can use
minetest.string_to_privs(str) -> {priv1=true,...}
minetest.privs_to_string(privs) -> "priv1,priv2,..."
^ Convert between two privilege representations
minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.auth_reload()
^ These call the authentication handler
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
^ A quickhand for checking privileges
Chat:
minetest.chat_send_all(text)
minetest.chat_send_player(name, text)
Inventory:
minetest.get_inventory(location) -> InvRef
^ location = eg. {type="player", name="celeron55"}
{type="node", pos={x=, y=, z=}}
Item handling:
minetest.inventorycube(img1, img2, img3)
^ Returns a string for making an image of a cube (useful as an item image)
minetest.get_pointed_thing_position(pointed_thing, above)
^ Get position of a pointed_thing (that you can get from somewhere)
minetest.dir_to_facedir(dir)
^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
minetest.dir_to_wallmounted(dir)
^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
minetest.get_node_drops(nodename, toolname)
^ Returns list of item names.
^ Note: This will be removed or modified in a future version.
Defaults for the on_* item definition functions:
(These return the leftover itemstack)
minetest.item_place_node(itemstack, placer, pointed_thing)
^ Place item as a node
minetest.item_place_object(itemstack, placer, pointed_thing)
^ Place item as-is
minetest.item_place(itemstack, placer, pointed_thing)
^ Use one of the above based on what the item is.
minetest.item_drop(itemstack, dropper, pos)
^ Drop the item
minetest.item_eat(hp_change, replace_with_item)
^ Eat the item. replace_with_item can be nil.
Defaults for the on_punch and on_dig node definition callbacks:
minetest.node_punch(pos, node, puncher)
^ Calls functions registered by minetest.register_on_punchnode()
minetest.node_dig(pos, node, digger)
^ Checks if node can be dug, puts item into inventory, removes node
^ Calls functions registered by minetest.registered_on_dignodes()
Sounds:
minetest.sound_play(spec, parameters) -> handle
^ spec = SimpleSoundSpec
^ parameters = sound parameter table
minetest.sound_stop(handle)
Timing:
minetest.after(time, func, param)
^ Call function after time seconds
^ param is optional; to pass multiple parameters, pass a table.
Random:
minetest.get_connected_players() -> list of ObjectRefs
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
^ Gives a unique hash number for a node position (16+16+16=48bit)
Global objects:
minetest.env - environment reference
Global tables:
minetest.registered_items
^ List of registered items, indexed by name
minetest.registered_nodes
^ List of registered node definitions, indexed by name
minetest.registered_craftitems
^ List of registered craft item definitions, indexed by name
minetest.registered_tools
^ List of registered tool definitions, indexed by name
minetest.registered_entities
^ List of registered entity prototypes, indexed by name
minetest.object_refs
^ List of object references, indexed by active object id
minetest.luaentities
^ List of lua entities, indexed by active object id
Deprecated but defined for backwards compatibility:
minetest.digprop_constanttime(time)
minetest.digprop_stonelike(toughness)
minetest.digprop_dirtlike(toughness)
minetest.digprop_gravellike(toughness)
minetest.digprop_woodlike(toughness)
minetest.digprop_leaveslike(toughness)
minetest.digprop_glasslike(toughness)
Class reference
----------------
EnvRef: basically ServerEnvironment and ServerMap combined.
methods:
- set_node(pos, node)
- add_node(pos, node): alias set_node(pos, node)
- remove_node(pos): equivalent to set_node(pos, "air")
- get_node(pos)
^ Returns {name="ignore", ...} for unloaded area
- get_node_or_nil(pos)
^ Returns nil for unloaded area
- get_node_light(pos, timeofday) -> 0...15 or nil
^ timeofday: nil = current time, 0 = night, 0.5 = day
- add_entity(pos, name): Spawn Lua-defined entity at position
^ Returns ObjectRef, or nil if failed
- add_item(pos, itemstring): Spawn item
^ Returns ObjectRef, or nil if failed
- get_meta(pos) -- Get a NodeMetaRef at that position
- get_player_by_name(name) -- Get an ObjectRef to a player
- get_objects_inside_radius(pos, radius)
- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
- get_timeofday()
Deprecated:
- add_rat(pos): Add C++ rat object (no-op)
- add_firefly(pos): Add C++ firefly object (no-op)
NodeMetaRef (this stuff is subject to change in a future version)
methods:
- get_type()
- allows_text_input()
- set_text(text) -- eg. set the text of a sign
- get_text()
- get_owner()
- set_owner(string)
Generic node metadata specific:
- set_infotext(infotext)
- get_inventory() -> InvRef
- set_inventory_draw_spec(string)
- set_allow_text_input(bool)
- set_allow_removal(bool)
- set_enforce_owner(bool)
- is_inventory_modified()
- reset_inventory_modified()
- is_text_modified()
- reset_text_modified()
- set_string(name, value)
- get_string(name)
ObjectRef: Moving things in the game are generally these
(basically reference to a C++ ServerActiveObject)
methods:
- remove(): remove object (after returning from Lua)
- getpos() -> {x=num, y=num, z=num}
- setpos(pos); pos={x=num, y=num, z=num}
- moveto(pos, continuous=false): interpolated move
- punch(puncher, time_from_last_punch, tool_capabilities, direction)
^ puncher = an another ObjectRef,
^ time_from_last_punch = time since last punch action of the puncher
- right_click(clicker); clicker = an another ObjectRef
- get_hp(): returns number of hitpoints (2 * number of hearts)
- set_hp(hp): set number of hitpoints (2 * number of hearts)
- get_inventory() -> InvRef
- get_wield_list(): returns the name of the inventory list the wielded item is in
- get_wield_index(): returns the index of the wielded item
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
- getvelocity() -> {x=num, y=num, z=num}
- setacceleration({x=num, y=num, z=num})
- getacceleration() -> {x=num, y=num, z=num}
- setyaw(radians)
- getyaw() -> radians
- settexturemod(mod)
- setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
- select_horiz_by_yawpitch=false)
- ^ Select sprite from spritesheet with optional animation and DM-style
- texture selection based on yaw relative to camera
- get_entity_name() (DEPRECATED: Will be removed in a future version)
- get_luaentity()
Player-only: (no-op for other objects)
- get_player_name(): will return nil if is not a player
- 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)
InvRef: Reference to an inventory
methods:
- get_size(listname): get size of a list
- set_size(listname, size): set size of a list
- get_stack(listname, i): get a copy of stack index i in list
- set_stack(listname, i, stack): copy stack to index i in list
- get_list(listname): return full list
- set_list(listname, list): set full list (size will not change)
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- room_for_item(listname, stack): returns true if the stack of items
can be fully added to the list
- contains_item(listname, stack): returns true if the stack of items
can be fully taken from the list
remove_item(listname, stack): take as many items as specified from the list,
returns the items that were actually removed (as an ItemStack)
ItemStack: A stack of items.
- Can be created via ItemStack(itemstack or itemstring or table or nil)
methods:
- is_empty(): return true if stack is empty
- get_name(): returns item name (e.g. "default:stone")
- get_count(): returns number of items on the stack
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- get_metadata(): returns metadata (a string attached to an item stack)
- clear(): removes all items from the stack, making it empty
- replace(item): replace the contents of this stack (item can also
be an itemstring or table)
- to_string(): returns the stack in itemstring form
- to_table(): returns the stack in Lua table form
- get_stack_max(): returns the maximum size of the stack (depends on the item)
- get_free_space(): returns get_stack_max() - get_count()
- is_known(): returns true if the item name refers to a defined item type
- get_definition(): returns the item definition table
- get_tool_capabilities(): returns the digging properties of the item,
^ or those of the hand if none are defined for this item type
- add_wear(amount): increases wear by amount if the item is a tool
- add_item(item): put some item or stack onto this stack,
^ returns leftover ItemStack
- item_fits(item): returns true if item or stack can be fully added to this one
- take_item(n): take (and remove) up to n items from this stack
^ returns taken ItemStack
^ if n is omitted, n=1 is used
- peek_item(n): copy (don't remove) up to n items from this stack
^ returns copied ItemStack
^ if n is omitted, n=1 is used
PseudoRandom: A pseudorandom number generator
- Can be created via PseudoRandom(seed)
methods:
- next(): return next integer random number [0...32767]
- next(min, max): return next integer random number [min...max]
(max - min) must be 32767 or <= 6553 due to the simple
implementation making bad distribution otherwise.
Registered entities
--------------------
- Functions receive a "luaentity" as self:
- It has the member .name, which is the registered name ("mod:thing")
- It has the member .object, which is an ObjectRef pointing to the object
- The original prototype stuff is visible directly via a metatable
- Callbacks:
- on_activate(self, staticdata)
^ Called when the object is instantiated.
- on_step(self, dtime)
^ Called on every server tick (dtime is usually 0.05 seconds)
- on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
^ Called when somebody punches the object.
^ Note that you probably want to handle most punches using the
automatic armor group system.
^ 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.
- on_rightclick(self, clicker)
- get_staticdata(self)
^ Should return a string that will be passed to on_activate when
the object is instantiated the next time.
Definition tables
------------------
Object Properties
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube"/"sprite"/"upright_sprite",
visual_size = {x=1, y=1},
textures = {}, -- number of required textures depends on visual
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
makes_footstep_sound = false,
}
Entity definition (register_entity)
{
(Deprecated: Everything in object properties is read directly from here)
initial_properties = <initial object properties>,
on_activate = function(self, staticdata),
on_step = function(self, dtime),
on_punch = function(self, hitter),
on_rightclick = function(self, clicker),
get_staticdata = function(self),
^ Called sometimes; the string returned is passed to on_activate when
the entity is re-activated from static state
# Also you can define arbitrary member variables here
myvariable = whatever,
}
ABM (ActiveBlockModifier) definition (register_abm)
{
-- In the following two fields, also group:groupname will work.
nodenames = {"default:lava_source"},
neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
^ If left out or empty, any neighbor will do
interval = 1.0, -- (operation interval)
chance = 1, -- (chance of trigger is 1.0/this)
action = func(pos, node, active_object_count, active_object_count_wider),
}
Item definition (register_node, register_craftitem, register_tool)
{
description = "Steel Axe",
groups = {}, -- key=name, value=rating; rating=1..3.
if rating not applicable, use 1.
eg. {wool=1, fluffy=3}
{soil=2, outerspace=1, crumbly=1}
{bendy=2, snappy=1},
{hard=1, metal=1, spikes=1}
inventory_image = "default_tool_steelaxe.png",
wield_image = "",
wield_scale = {x=1,y=1,z=1},
stack_max = 99,
liquids_pointable = false,
tool_capabilities = {
full_punch_interval = 1.0,
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}
}
}
on_drop = func(itemstack, dropper, pos),
on_place = func(itemstack, placer, pointed_thing),
on_use = func(itemstack, user, pointed_thing),
^ Function must return either nil if no item shall be removed from
inventory, or an itemstack to replace the original itemstack.
eg. itemstack:take_item(); return itemstack
^ Otherwise, the function is free to do what it wants.
^ The default functions handle regular use cases.
}
Node definition (register_node)
{
<all fields allowed in item definitions>,
drawtype = "normal",
visual_scale = 1.0,
tile_images = {"default_unknown_block.png"},
special_materials = {
{image="", backface_culling=true},
{image="", backface_culling=true},
},
alpha = 255,
post_effect_color = {a=0, r=0, g=0, b=0},
paramtype = "none",
paramtype2 = "none",
is_ground_content = false,
sunlight_propagates = false,
walkable = true,
pointable = true,
diggable = true,
climbable = false,
buildable_to = false,
drop = "",
-- alternatively drop = { max_items = ..., items = { ... } }
metadata_name = "",
liquidtype = "none",
liquid_alternative_flowing = "",
liquid_alternative_source = "",
liquid_viscosity = 0,
light_source = 0,
damage_per_second = 0,
selection_box = {type="regular"},
legacy_facedir_simple = false, -- Support maps made in and before January 2012
legacy_wallmounted = false, -- Support maps made in and before January 2012
sounds = {
footstep = <SimpleSoundSpec>,
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
dug = <SimpleSoundSpec>,
},
}
Recipe: (register_craft)
{
output = 'default:pick_stone',
recipe = {
{'default:cobble', 'default:cobble', 'default:cobble'},
{'', 'default:stick', ''},
{'', 'default:stick', ''},
},
replacements = <optional list of item pairs,
replace one input item with another item on crafting>
}
Recipe (shapeless):
{
type = "shapeless",
output = 'mushrooms:mushroom_stew',
recipe = {
"mushrooms:bowl",
"mushrooms:mushroom_brown",
"mushrooms:mushroom_red",
},
replacements = <optional list of item pairs,
replace one input item with another item on crafting>
}
Recipe (tool repair):
{
type = "toolrepair",
additional_wear = -0.02,
}
Recipe (cooking):
{
type = "cooking",
output = "default:glass",
recipe = "default:sand",
cooktime = 3,
}
Recipe (furnace fuel):
{
type = "fuel",
recipe = "default:leaves",
burntime = 1,
}
Chatcommand definition (register_chatcommand)
{
params = "<name> <privilege>", -- short parameter description
description = "Remove privilege from player", -- full description
privs = {privs=true}, -- require the "privs" privilege to run
func = function(name, param), -- called when command is run
}
|