From 2b189d4507028068694e2d5d2d94ded646d3c604 Mon Sep 17 00:00:00 2001 From: rubenwardy Date: Sun, 22 Feb 2015 17:12:55 +0000 Subject: Wrap lines longer than 80 characters in lua_api.txt ...and minor formating changes --- doc/lua_api.txt | 233 +++++++++++++++++++++++++++++++++----------------------- 1 file changed, 138 insertions(+), 95 deletions(-) (limited to 'doc') 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 . 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 -- cgit v1.2.3