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-rw-r--r--doc/lua_api.txt233
1 files changed, 138 insertions, 95 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 69a3a6828..431ba0a8e 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -20,7 +20,8 @@ source code patches to <celeron55@gmail.com>.
Programming in Lua
------------------
-If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/).
+If you have any difficulty in understanding this, please read
+[Programming in Lua](http://www.lua.org/pil/).
Startup
-------
@@ -599,7 +600,8 @@ For supported model formats see Irrlicht engine documentation.
Noise Parameters
----------------
-Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
+Noise Parameters, or commonly called "`NoiseParams`", define the properties of
+perlin noise.
### `offset`
Offset that the noise is translated by (i.e. added) after calculation.
@@ -679,21 +681,23 @@ All default ores are of the uniformly-distributed scatter type.
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_threshold`, giving the ability to create a non-equal
-distribution of ore.
+that point is greater than the `noise_threshold`, 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`.
+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
-threshold, but scale is used to determine relative height.
+**IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
+against the noise threshold, 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.
+This is essentially an improved version of the so-called "stratus" ore seen in
+some unofficial mods.
### `blob`
Creates a deformed sphere of ore according to 3d perlin noise described by
@@ -741,39 +745,47 @@ The varying types of decorations that can be placed.
The default value is `simple`, and is currently the only type supported.
### `simple`
-Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
-decoration list is specified). Can specify a certain node it must spawn next to, such as water or
-lava, for example. Can also generate a decoration of random height between a specified lower and
-upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
-and so on.
+Creates a 1 times `H` times 1 column of a specified node (or a random node from
+a list, if a decoration list is specified). Can specify a certain node it must
+spawn next to, such as water or lava, for example. Can also generate a
+decoration of random height between a specified lower and upper bound.
+This type of decoration is intended for placement of grass, flowers, cacti,
+papyri, and so on.
### `schematic`
-Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
-probability of a node randomly appearing when placed. This decoration type is intended to be used
-for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
+Copies a box of `MapNodes` from a specified schematic file (or raw description).
+Can specify a probability of a node randomly appearing when placed.
+This decoration type is intended to be used for multi-node sized discrete
+structures, such as trees, cave spikes, rocks, and so on.
Schematic specifier
--------------------
-A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
-or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
+A schematic specifier identifies a schematic by either a filename to a
+Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
+in the form of a table. This table must specify two fields:
* The `size` field is a 3D vector containing the dimensions of the provided schematic.
-* The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
+* The `data` field is a flat table of MapNodes making up the schematic,
+ in the order of `[z [y [x]]]`.
-**Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
+**Important**: The default value for `param1` in MapNodes here is `255`,
+which represents "always place".
-In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
-probability of that node appearing in the structure.
+In the bulk `MapNode` data, `param1`, instead of the typical light values,
+instead represents the probability of that node appearing in the structure.
-When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
+When passed to `minetest.create_schematic`, probability is an integer value
+ranging from `0` to `255`:
* A probability value of `0` means that node will never appear (0% chance).
* A probability value of `255` means the node will always appear (100% chance).
-* If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
- will appear when the schematic is placed on the map.
+* If the probability value `p` is greater than `0`, then there is a
+ `(p / 256 * 100)`% chance that node will appear when the schematic is
+ placed on the map.
-**Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
+**Important note**: Node aliases cannot be used for a raw schematic provided
+ when registering as a decoration.
Schematic attributes
@@ -791,14 +803,15 @@ HUD element types
-----------------
The position field is used for all element types.
-To account for differing resolutions, the position coordinates are the percentage of the screen,
-ranging in value from `0` to `1`.
+To account for differing resolutions, the position coordinates are the percentage
+of the screen, ranging in value from `0` to `1`.
-The name field is not yet used, but should contain a description of what the HUD element represents.
-The direction field is the direction in which something is drawn.
+The name field is not yet used, but should contain a description of what the
+HUD element represents. The direction field is the direction in which something
+is drawn.
-`0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
-and `3` draws from bottom to top.
+`0` draws from left to right, `1` draws from right to left, `2` draws from
+top to bottom, and `3` draws from bottom to top.
The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
@@ -812,7 +825,8 @@ items in the HUD.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
-**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
+**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
+in the experimental stages.
### `image`
Displays an image on the HUD.
@@ -876,15 +890,18 @@ For helper functions see "Vector helpers".
Flag Specifier Format
---------------------
-Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
+Flags using the standardized flag specifier format can be specified in either of
+two ways, by string or table.
-The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
-Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
+The string format is a comma-delimited set of flag names; whitespace and
+unrecognized flag fields are ignored. Specifying a flag in the string sets the
+flag, and specifying a flag prefixed by the string `"no"` explicitly
clears the flag from whatever the default may be.
-In addition to the standard string flag format, the schematic flags field can also be a table of flag names
-to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
-prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
+In addition to the standard string flag format, the schematic flags field can
+also be a table of flag names to boolean values representing whether or not the
+flag is set. Additionally, if a field with the flag name prefixed with `"no"`
+is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
@@ -1177,7 +1194,8 @@ Damage calculation:
damage = 0
foreach group in cap.damage_groups:
- damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
+ 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 inexistent values
return damage
@@ -1198,8 +1216,8 @@ 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.
+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, to encourage interoperability.
@@ -1244,12 +1262,14 @@ Example stuff:
print(dump(meta:to_table()))
meta:from_table({
inventory = {
- main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
- [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
- [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
- [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
- [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
- [31] = "", [32] = ""}
+ main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
+ [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
+ [10] = "", [11] = "", [12] = "", [13] = "",
+ [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
+ [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
+ [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
+ [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
+ [32] = ""}
},
fields = {
formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
@@ -1866,8 +1886,10 @@ and `minetest.auth_reload` call the authetification handler.
`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
* `minetest.set_mapgen_params(MapgenParams)`
* Set map generation parameters
- * Function cannot be called after the registration period; only initialization and `on_mapgen_init`
- * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
+ * Function cannot be called after the registration period; only initialization
+ and `on_mapgen_init`
+ * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
+ and `flags`.
* Leave field unset to leave that parameter unchanged
* `flags` contains a comma-delimited string of flags to set,
or if the prefix `"no"` is attached, clears instead.
@@ -1926,7 +1948,8 @@ and `minetest.auth_reload` call the authetification handler.
* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks"
* Creates a detached inventory. If it already exists, it is cleared.
-* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack
+* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
+ returns left over ItemStack
* See `minetest.item_eat` and `minetest.register_on_item_eat`
### Formspec
@@ -2100,12 +2123,15 @@ These functions return the leftover itemstack.
* Create a schematic from the volume of map specified by the box formed by p1 and p2.
* Apply the specified probability values to the specified nodes in `probability_list`.
* `probability_list` is an array of tables containing two fields, `pos` and `prob`.
- * `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
+ * `pos` is the 3D vector specifying the absolute coordinates of the
+ node being modified,
* `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
- * If there are two or more entries with the same pos value, the last entry is used.
+ * If there are two or more entries with the same pos value, the
+ last entry is used.
* If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
* If `probability_list` equals `nil`, no probabilities are applied.
- * Slice probability works in the same manner, except takes a field called `ypos` instead which
+ * Slice probability works in the same manner, except takes a field
+ called `ypos` instead which
indicates the y position of the slice with a probability applied.
* If slice probability list equals `nil`, no slice probabilities are applied.
* Saves schematic in the Minetest Schematic format to filename.
@@ -2367,7 +2393,8 @@ This is basically a reference to a C++ `ServerActiveObject`
* `gravity`: multiplier to default gravity value (default: `1`)
* `sneak`: whether player can sneak (default: `true`)
* `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
-* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
+* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
+ number on success
* `hud_remove(id)`: remove the HUD element of the specified id
* `hud_change(id, stat, value)`: change a value of a previously added HUD element
* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
@@ -2399,13 +2426,16 @@ This is basically a reference to a C++ `ServerActiveObject`
* `override_day_night_ratio(ratio or nil)`
* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
-* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
- set animation for player model in third person view
- * stand/idle animation key frames
- * walk animation key frames
- * dig animation key frames
- * walk+dig animation key frames
- * animation frame speed
+* `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
+
+ set animation for player model in third person view
+
+ set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
+ {x=168, y=187}, -- < walk animation key frames
+ {x=189, y=198}, -- < dig animation key frames
+ {x=200, y=219}, -- < walk+dig animation key frames
+ frame_speed=30): -- < animation frame speed
+
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
@@ -2526,36 +2556,43 @@ It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
The map will be pre-loaded if two positions are passed to either.
#### Methods
-* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
+* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
+ region formed by `p1` and `p2`.
* returns actual emerged `pmin`, actual emerged `pmax`
* `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
* **important**: data must be set using `VoxelManip:set_data` before calling this
-* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
-* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
+* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
+ the `VoxelManip` at that position
+* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
+ that position
* `get_data()`: Gets the data read into the `VoxelManip` object
* returns raw node data is in the form of an array of node content IDs
* `set_data(data)`: Sets the data contents of the `VoxelManip` object
* `update_map()`: Update map after writing chunk back to map.
- * To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
- retrieved from `minetest.get_mapgen_object`
+ * To be used only by `VoxelManip` objects created by the mod itself;
+ not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
* `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
* `light` is a table, `{day=<0...15>, night=<0...15>}`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
+ * (`p1`, `p2`) is the area in which lighting is set;
+ defaults to the whole area if left out
* `get_light_data()`: Gets the light data read into the `VoxelManip` object
* Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
* Each value is the bitwise combination of day and night light values (`0` to `15` each)
* `light = day + (night * 16)`
-* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
+* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
+ in the `VoxelManip`
* expects lighting data in the same format that `get_light_data()` returns
* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
* `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
- * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
+ * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
+ if left out
* `update_liquids()`: Update liquid flow
-* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
- the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
+* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
+ had been modified since the last read from map, due to a call to
+ `minetest.set_data()` on the loaded area elsewhere
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
### `VoxelArea`
@@ -2564,10 +2601,12 @@ It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
The coordinates are *inclusive*, like most other things in Minetest.
#### Methods
-* `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
+* `getExtent()`: returns a 3D vector containing the size of the area formed by
+ `MinEdge` and `MaxEdge`
* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
- * useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
+ * useful for things like `VoxelManip`, raw Schematic specifiers,
+ `PerlinNoiseMap:get2d`/`3dMap`, and so on
* `indexp(p)`: same as above, except takes a vector
* `position(i)`: returns the absolute position vector corresponding to index `i`
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
@@ -2594,37 +2633,39 @@ It can be created via `Settings(filename)`.
Mapgen objects
--------------
-A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
-callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
-`minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
-`get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
+A mapgen object is a construct used in map generation. Mapgen objects can be used
+by an `on_generate` callback to speed up operations by avoiding unnecessary
+recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
+function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
+was called outside of an `on_generate()` callback, `nil` is returned.
The following Mapgen objects are currently available:
### `voxelmanip`
-This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
-order. All mapgens support this object.
+This returns three values; the `VoxelManip` object to be used, minimum and maximum
+emerged position, in that order. All mapgens support this object.
### `heightmap`
-Returns an array containing the y coordinates of the ground levels of nodes in the most recently
-generated chunk by the current mapgen.
+Returns an array containing the y coordinates of the ground levels of nodes in
+the most recently generated chunk by the current mapgen.
### `biomemap`
-Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
-current mapgen.
+Returns an array containing the biome IDs of nodes in the most recently
+generated chunk by the current mapgen.
### `heatmap`
-Returns an array containing the temperature values of nodes in the most recently generated chunk by
-the current mapgen.
+Returns an array containing the temperature values of nodes in the most
+recently generated chunk by the current mapgen.
### `humiditymap`
-Returns an array containing the humidity values of nodes in the most recently generated chunk by the
-current mapgen.
+Returns an array containing the humidity values of nodes in the most recently
+generated chunk by the current mapgen.
### `gennotify`
-Returns a table mapping requested generation notification types to arrays of positions at which the
-corresponding generated structures are located at within the current chunk. To set the capture of positions
-of interest to be recorded on generate, use `minetest.set_gen_notify()`.
+Returns a table mapping requested generation notification types to arrays of
+positions at which the corresponding generated structures are located at within
+the current chunk. To set the capture of positions of interest to be recorded
+on generate, use `minetest.set_gen_notify()`.
Possible fields of the table returned are:
@@ -2636,7 +2677,8 @@ Possible fields of the table returned are:
* `large_cave_end`
* `decoration`
-Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
+Decorations have a key in the format of `"decoration#id"`, where `id` is the
+numeric unique decoration ID.
Registered entities
-------------------
@@ -2683,7 +2725,8 @@ L-system trees
angle, --num angle in deg
iterations, --num max # of iterations, usually 2 -5
random_level, --num factor to lower nr of iterations, usually 0 - 3
- trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
+ trunk_type, --string single/double/crossed) type of trunk: 1 node,
+ -- 2x2 nodes or 3x3 in cross shape
thin_branches, --boolean true -> use thin (1 node) branches
fruit, --string fruit node name
fruit_chance, --num chance (0-100) to replace leaves with fruit node