aboutsummaryrefslogtreecommitdiff
path: root/doc/client_lua_api.md
blob: 3bd1e35671008f08a61fd3139464a78e1f0065fc (plain)
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
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
Minetest Lua Client Modding API Reference 0.4.16
================================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>

Introduction
------------

**WARNING: The client API is currently unstable, and may break/change without warning.**

Content and functionality can be added to Minetest 0.4.15-dev+ 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.

Transfering client-sided mods form the server to the client is planned, but not implemented yet.

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 on GitHub (https://github.com/minetest/minetest).

Programming in Lua
------------------
If you have any difficulty in understanding this, please read
[Programming in Lua](http://www.lua.org/pil/).

Startup
-------
Mods are loaded during client 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: `$HOME/.minetest`
        * Windows: `C:/users/<user>/AppData/minetest` (maybe)

Mod load path
-------------
Generic:

* `$path_share/clientmods/`
* `$path_user/clientmods/` (User-installed mods)

In a run-in-place version (e.g. the distributed windows version):

* `minetest-0.4.x/clientmods/` (User-installed mods)

On an installed version on Linux:

* `/usr/share/minetest/clientmods/`
* `$HOME/.minetest/clientmods/` (User-installed mods)

Modpack support
----------------
**NOTE: Not implemented yet.**

Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named `modpack.txt`. This file shall be
empty, except for lines starting with `#`, which are comments.

Mod directory structure
------------------------

    clientmods
    ├── modname
    |   ├── depends.txt
    |   ├── init.lua
    └── another

### modname
The location of this directory.

### depends.txt
List of mods that have to be loaded before loading this mod.

A single line contains a single modname.

Optional dependencies can be defined by appending a question mark
to a single modname. Their meaning is that if the specified mod
is missing, that does not prevent this mod from being loaded.

### 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.

### `sounds`
Media files (sounds) 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
In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
So 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.

Sounds
------
**NOTE: max_hear_distance and connecting to objects is not implemented.**

Only Ogg Vorbis 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_`, e.g. 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
    {
        gain = 1.0, -- default
    }
    -- Play locationless, looped
    {
        gain = 1.0, -- default
        loop = true,
    }
    -- Play in a location
    {
        pos = {x = 1, y = 2, z = 3},
        gain = 1.0, -- default
        max_hear_distance = 32, -- default, uses an euclidean metric
    }
    -- Play connected to an object, looped
    {
        object = <an ObjectRef>,
        gain = 1.0, -- default
        max_hear_distance = 32, -- default, uses an euclidean metric
        loop = true,
    }

Looped sounds must either be connected to an object or played locationless.

### SimpleSoundSpec
* e.g. `""`
* e.g. `"default_place_node"`
* e.g. `{}`
* e.g. `{name = "default_place_node"}`
* e.g. `{name = "default_place_node", gain = 1.0}`

Representations of simple things
--------------------------------

### Position/vector

    {x=num, y=num, z=num}

For helper functions see "Vector helpers".

### pointed_thing
* `{type="nothing"}`
* `{type="node", under=pos, above=pos}`
* `{type="object", id=ObjectID}`

Flag Specifier Format
---------------------
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
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.

E.g. A flag field of value

    {place_center_x = true, place_center_y=false, place_center_z=true}

is equivalent to

    {place_center_x = true, noplace_center_y=true, place_center_z=true}

which is equivalent to

    "place_center_x, noplace_center_y, place_center_z"

or even

    "place_center_x, place_center_z"

since, by default, no schematic attributes are set.

Formspec
--------
Formspec defines a menu. It is a string, with a somewhat strange format.

Spaces and newlines can be inserted between the blocks, as is used in the
examples.

### Examples

#### Chest

    size[8,9]
    list[context;main;0,0;8,4;]
    list[current_player;main;0,5;8,4;]

#### Furnace

    size[8,9]
    list[context;fuel;2,3;1,1;]
    list[context;src;2,1;1,1;]
    list[context;dst;5,1;2,2;]
    list[current_player;main;0,5;8,4;]

#### Minecraft-like player inventory

    size[8,7.5]
    image[1,0.6;1,2;player.png]
    list[current_player;main;0,3.5;8,4;]
    list[current_player;craft;3,0;3,3;]
    list[current_player;craftpreview;7,1;1,1;]

### Elements

#### `size[<W>,<H>,<fixed_size>]`
* Define the size of the menu in inventory slots
* `fixed_size`: `true`/`false` (optional)
* deprecated: `invsize[<W>,<H>;]`

#### `container[<X>,<Y>]`
* Start of a container block, moves all physical elements in the container by (X, Y)
* Must have matching container_end
* Containers can be nested, in which case the offsets are added
  (child containers are relative to parent containers)

#### `container_end[]`
* End of a container, following elements are no longer relative to this container

#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
* Show an inventory list

#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
* Show an inventory list

#### `listring[<inventory location>;<list name>]`
* Allows to create a ring of inventory lists
* Shift-clicking on items in one element of the ring
  will send them to the next inventory list inside the ring
* The first occurrence of an element inside the ring will
  determine the inventory where items will be sent to

#### `listring[]`
* Shorthand for doing `listring[<inventory location>;<list name>]`
  for the last two inventory lists added by list[...]

#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering

#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering
* Sets color of slots border

#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering
* Sets color of slots border
* Sets default background color of tooltips
* Sets default font color of tooltips

#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
* Adds tooltip for an element
* `<bgcolor>` tooltip background color as `ColorString` (optional)
* `<fontcolor>` tooltip font color as `ColorString` (optional)

#### `image[<X>,<Y>;<W>,<H>;<texture name>]`
* Show an image
* Position and size units are inventory slots

#### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
* Show an inventory image of registered item/node
* Position and size units are inventory slots

#### `bgcolor[<color>;<fullscreen>]`
* Sets background color of formspec as `ColorString`
* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)

#### `background[<X>,<Y>;<W>,<H>;<texture name>]`
* Use a background. Inventory rectangles are not drawn then.
* Position and size units are inventory slots
* Example for formspec 8x4 in 16x resolution: image shall be sized
  8 times 16px  times  4 times 16px.

#### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
* Use a background. Inventory rectangles are not drawn then.
* Position and size units are inventory slots
* Example for formspec 8x4 in 16x resolution:
  image shall be sized 8 times 16px  times  4 times 16px
* If `true` the background is clipped to formspec size
  (`x` and `y` are used as offset values, `w` and `h` are ignored)

#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
* Textual password style field; will be sent to server when a button is clicked
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
* Fields are a set height, but will be vertically centred on `h`
* Position and size units are inventory slots
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* See field_close_on_enter to stop enter closing the formspec

#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Textual field; will be sent to server when a button is clicked
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field
* Fields are a set height, but will be vertically centred on `h`
* Position and size units are inventory slots
* `name` is the name of the field as returned in fields to `on_receive_fields`
* `label`, if not blank, will be text printed on the top left above the field
* `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.
* See field_close_on_enter to stop enter closing the formspec

#### `field[<name>;<label>;<default>]`
* As above, but without position/size units
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* Special field for creating simple forms, such as sign text input
* Must be used without a `size[]` element
* A "Proceed" button will be added automatically
* See field_close_on_enter to stop enter closing the formspec

#### `field_close_on_enter[<name>;<close_on_enter>]`
* <name> is the name of the field
* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
* defaults to true when not specified (ie: no tag for a field)

#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Same as fields above, but with multi-line input

#### `label[<X>,<Y>;<label>]`
* `x` and `y` work as per field
* `label` is the text on the label
* Position and size units are inventory slots

#### `vertlabel[<X>,<Y>;<label>]`
* Textual label drawn vertically
* `x` and `y` work as per field
* `label` is the text on the label
* Position and size units are inventory slots

#### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
* Clickable button. When clicked, fields will be sent.
* `x`, `y` and `name` work as per field
* `w` and `h` are the size of the button
* `label` is the text on the button
* Position and size units are inventory slots

#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
* `x`, `y`, `w`, `h`, and `name` work as per button
* `texture name` is the filename of an image
* Position and size units are inventory slots

#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
* `x`, `y`, `w`, `h`, and `name` work as per button
* `texture name` is the filename of an image
* Position and size units are inventory slots
* `noclip=true` means the image button doesn't need to be within specified formsize
* `drawborder`: draw button border or not
* `pressed texture name` is the filename of an image on pressed state

#### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
* `x`, `y`, `w`, `h`, `name` and `label` work as per button
* `item name` is the registered name of an item/node,
   tooltip will be made out of its description
   to override it use tooltip element
* Position and size units are inventory slots

#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
* When clicked, fields will be sent and the form will quit.

#### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
* When clicked, fields will be sent and the form will quit.

#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
* Scrollable item list showing arbitrary text elements
* `x` and `y` position the itemlist relative to the top left of the menu
* `w` and `h` are the size of the itemlist
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
     * if you want a listelement to start with "#" write "##".

#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
* Scrollable itemlist showing arbitrary text elements
* `x` and `y` position the item list relative to the top left of the menu
* `w` and `h` are the size of the item list
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
     * if you want a listelement to start with "#" write "##"
* Index to be selected within textlist
* `true`/`false`: draw transparent background
* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)

#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
* Show a tab**header** at specific position (ignores formsize)
* `x` and `y` position the itemlist relative to the top left of the menu
* `name` fieldname data is transferred to Lua
* `caption 1`...: name shown on top of tab
* `current_tab`: index of selected tab 1...
* `transparent` (optional): show transparent
* `draw_border` (optional): draw border

#### `box[<X>,<Y>;<W>,<H>;<color>]`
* Simple colored semitransparent box
* `x` and `y` position the box relative to the top left of the menu
* `w` and `h` are the size of box
* `color` is color specified as a `ColorString`

#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
* Show a dropdown field
* **Important note**: There are two different operation modes:
     1. handle directly on change (only changed dropdown is submitted)
     2. read the value on pressing a button (all dropdown values are available)
* `x` and `y` position of dropdown
* Width of dropdown
* Fieldname data is transferred to Lua
* Items to be shown in dropdown
* Index of currently selected dropdown item

#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
* Show a checkbox
* `x` and `y`: position of checkbox
* `name` fieldname data is transferred to Lua
* `label` to be shown left of checkbox
* `selected` (optional): `true`/`false`

#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
* Show a scrollbar
* There are two ways to use it:
     1. handle the changed event (only changed scrollbar is available)
     2. read the value on pressing a button (all scrollbars are available)
* `x` and `y`: position of trackbar
* `w` and `h`: width and height
* `orientation`:  `vertical`/`horizontal`
* Fieldname data is transferred to Lua
* Value this trackbar is set to (`0`-`1000`)
* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)

#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
* Show scrollable table using options defined by the previous `tableoptions[]`
* Displays cells as defined by the previous `tablecolumns[]`
* `x` and `y`: position the itemlist relative to the top left of the menu
* `w` and `h` are the size of the itemlist
* `name`: fieldname sent to server on row select or doubleclick
* `cell 1`...`cell n`: cell contents given in row-major order
* `selected idx`: index of row to be selected within table (first row = `1`)
* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)

#### `tableoptions[<opt 1>;<opt 2>;...]`
* Sets options for `table[]`
* `color=#RRGGBB`
     * default text color (`ColorString`), defaults to `#FFFFFF`
* `background=#RRGGBB`
     * table background color (`ColorString`), defaults to `#000000`
* `border=<true/false>`
     * should the table be drawn with a border? (default: `true`)
* `highlight=#RRGGBB`
     * highlight background color (`ColorString`), defaults to `#466432`
* `highlight_text=#RRGGBB`
     * highlight text color (`ColorString`), defaults to `#FFFFFF`
* `opendepth=<value>`
     * all subtrees up to `depth < value` are open (default value = `0`)
     * only useful when there is a column of type "tree"

#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
* Sets columns for `table[]`
* Types: `text`, `image`, `color`, `indent`, `tree`
    * `text`:   show cell contents as text
    * `image`:  cell contents are an image index, use column options to define images
    * `color`:   cell contents are a ColorString and define color of following cell
    * `indent`: cell contents are a number and define indentation of following cell
    * `tree`:   same as indent, but user can open and close subtrees (treeview-like)
* Column options:
    * `align=<value>`
        * for `text` and `image`: content alignment within cells.
          Available values: `left` (default), `center`, `right`, `inline`
    * `width=<value>`
        * for `text` and `image`: minimum width in em (default: `0`)
        * for `indent` and `tree`: indent width in em (default: `1.5`)
    * `padding=<value>`: padding left of the column, in em (default `0.5`).
      Exception: defaults to 0 for indent columns
    * `tooltip=<value>`: tooltip text (default: empty)
    * `image` column options:
        * `0=<value>` sets image for image index 0
        * `1=<value>` sets image for image index 1
        * `2=<value>` sets image for image index 2
        * and so on; defined indices need not be contiguous empty or
          non-numeric cells are treated as `0`.
    * `color` column options:
        * `span=<value>`: number of following columns to affect (default: infinite)

**Note**: do _not_ use a element name starting with `key_`; those names are reserved to
pass key press events to formspec!

Spatial Vectors
---------------
* `vector.new(a[, b, c])`: returns a vector:
    * A copy of `a` if `a` is a vector.
    * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
* `vector.direction(p1, p2)`: returns a vector
* `vector.distance(p1, p2)`: returns a number
* `vector.length(v)`: returns a number
* `vector.normalize(v)`: returns a vector
* `vector.floor(v)`: returns a vector, each dimension rounded down
* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
* `vector.apply(v, func)`: returns a vector
* `vector.equals(v1, v2)`: returns a boolean

For the following functions `x` can be either a vector or a number:

* `vector.add(v, x)`: returns a vector
* `vector.subtract(v, x)`: returns a vector
* `vector.multiply(v, x)`: returns a scaled vector or Schur product
* `vector.divide(v, x)`: returns a scaled vector or Schur quotient

Helper functions
----------------
* `dump2(obj, name="_", dumped={})`
     * Return object serialized as a string, handles reference loops
* `dump(obj, dumped={})`
    * Return object serialized as a string
* `math.hypot(x, y)`
    * Get the hypotenuse of a triangle with legs x and y.
      Useful for distance calculation.
* `math.sign(x, tolerance)`
    * Get the sign of a number.
      Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
    * If `max_splits` is negative, do not limit splits.
    * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
    * e.g. `string:split("a,b", ",") == {"a","b"}`
* `string:trim()`
    * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
* `minetest.wrap_text(str, limit)`: returns a string
    * Adds new lines to the string to keep it within the specified character limit
    * limit: Maximal amount of characters in one line
* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
    * Convert position to a printable string
      Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
* `minetest.string_to_pos(string)`: returns a position
    * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
    * Converts a string representing an area box into two positions
* `minetest.is_yes(arg)`
    * returns whether `arg` can be interpreted as yes
* `table.copy(table)`: returns a table
    * returns a deep copy of `table`

Minetest namespace reference
------------------------------

### Utilities

* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
* `minetest.get_version()`: returns a table containing components of the
   engine version.  Components:
    * `project`: Name of the project, eg, "Minetest"
    * `string`: Simple version, eg, "1.2.3-dev"
    * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
  Use this for informational purposes only. The information in the returned
  table does not represent the capabilities of the engine, nor is it
  reliable or verifyable. Compatible forks will have a different name and
  version entirely. To check for the presence of engine features, test
  whether the functions exported by the wanted features exist. For example:
  `if minetest.nodeupdate then ... end`.

### Logging
* `minetest.debug(...)`
    * Equivalent to `minetest.log(table.concat({...}, "\t"))`
* `minetest.log([level,] text)`
    * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
      `"info"`, or `"verbose"`.  Default is `"none"`.

### Global callback registration functions
Call these functions only at load time!

* `minetest.register_globalstep(func(dtime))`
    * Called every client environment step, usually interval of 0.1s
* `minetest.register_on_shutdown(func())`
    * Called before client shutdown
    * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
      callbacks **will likely not be run**. Data should be saved at
      semi-frequent intervals as well as on server shutdown.
* `minetest.register_on_connect(func())`
    * Called at the end of client connection (when player is loaded onto map)
* `minetest.register_on_receiving_chat_message(func(message))`
    * Called always when a client receive a message
    * Return `true` to mark the message as handled, which means that it will not be shown to chat
* `minetest.register_on_sending_chat_message(func(message))`
    * Called always when a client send a message from chat
    * Return `true` to mark the message as handled, which means that it will not be sent to server
* `minetest.register_chatcommand(cmd, chatcommand definition)`
    * Adds definition to minetest.registered_chatcommands
* `minetest.unregister_chatcommand(name)`
    * Unregisters a chatcommands registered with register_chatcommand.
* `minetest.register_on_death(func())`
    * Called when the local player dies
* `minetest.register_on_hp_modification(func(hp))`
    * Called when server modified player's HP
* `minetest.register_on_damage_taken(func(hp))`
    * Called when the local player take damages
* `minetest.register_on_formspec_input(func(formname, fields))`
    * Called when a button is pressed in the local player's inventory form
    * Newest functions are called first
    * If function returns `true`, remaining functions are not called
* `minetest.register_on_dignode(func(pos, node))`
    * Called when the local player digs a node
    * Newest functions are called first
    * If any function returns true, the node isn't dug
* `minetest.register_on_punchnode(func(pos, node))`
    * Called when the local player punches a node
    * Newest functions are called first
    * If any function returns true, the punch is ignored
* `minetest.register_on_placenode(function(pointed_thing, node))`
    * Called when a node has been placed
* `minetest.register_on_item_use(func(item, pointed_thing))`
    * Called when the local player uses an item.
    * Newest functions are called first.
    * If any function returns true, the item use is not sent to server.
### Sounds
* `minetest.sound_play(spec, parameters)`: returns a handle
    * `spec` is a `SimpleSoundSpec`
    * `parameters` is a sound parameter table
* `minetest.sound_stop(handle)`

### Timing
* `minetest.after(time, func, ...)`
    * Call the function `func` after `time` seconds, may be fractional
    * Optional: Variable number of arguments that are passed to `func`
* `minetest.get_us_time()`
    * Returns time with microsecond precision. May not return wall time.
* `minetest.get_day_count()`
    * Returns number days elapsed since world was created, accounting for time changes.
* `minetest.get_timeofday()`
    * Returns the time of day: `0` for midnight, `0.5` for midday

### Map
* `minetest.get_node(pos)`
    * Returns the node at the given position as table in the format
      `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
      for unloaded areas.
* `minetest.get_node_or_nil(pos)`
    * Same as `get_node` but returns `nil` for unloaded areas.
* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
    * `radius`: using a maximum metric
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
    * `search_center` is an optional boolean (default: `false`)
      If true `pos` is also checked for the nodes
* `minetest.get_meta(pos)`
    * Get a `NodeMetaRef` at that position
* `minetest.get_node_level(pos)`
    * get level of leveled node (water, snow)
* `minetest.get_node_max_level(pos)`
    * get max available level for leveled node

### Player
* `minetest.get_wielded_item()`
    * Returns the itemstack the local player is holding
* `minetest.send_chat_message(message)`
    * Act as if `message` was typed by the player into the terminal.
* `minetest.run_server_chatcommand(cmd, param)`
    * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
* `minetest.clear_out_chat_queue()`
    * Clears the out chat queue
* `minetest.localplayer`
    * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.

### Privileges
* `minetest.get_privilege_list()`
    * Returns a list of privileges the currect player has in the format `{priv1=true,...}`
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
    * Convert between two privilege representations

### Client Environment
* `minetest.get_player_names()`
    * Returns list of player names on server
* `minetest.disconnect()`
    * Disconnect from the server and exit to main menu.
    * Returns `false` if the client is already disconnecting otherwise returns `true`.
* `minetest.take_screenshot()`
    * Take a screenshot.
* `minetest.get_server_info()`
    * Returns [server info](#server-info).
* `minetest.send_respawn()`
    * Sends a respawn request to the server.

### Storage API
* `minetest.get_mod_storage()`:
    * returns reference to mod private `StorageRef`
    * must be called during mod load time

### Misc.
* `minetest.parse_json(string[, nullvalue])`: returns something
    * Convert a string containing JSON data into the Lua equivalent
    * `nullvalue`: returned in place of the JSON null; defaults to `nil`
    * On success returns a table, a string, a number, a boolean or `nullvalue`
    * On failure outputs an error message and returns `nil`
    * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
    * Convert a Lua table into a JSON string
    * styled: Outputs in a human-readable format if this is set, defaults to false
    * Unserializable things like functions and userdata are saved as null.
    * **Warning**: JSON is more strict than the Lua table format.
        1. You can only use strings and positive integers of at least one as keys.
        2. You can not mix string and integer keys.
           This is due to the fact that JSON has two distinct array and object values.
    * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
* `minetest.serialize(table)`: returns a string
    * Convert a table containing tables, strings, numbers, booleans and `nil`s
      into string form readable by `minetest.deserialize`
    * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
* `minetest.deserialize(string)`: returns a table
    * Convert a string returned by `minetest.deserialize` into a table
    * `string` is loaded in an empty sandbox environment.
    * Will load functions, but they cannot access the global environment.
    * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
    * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
        * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
* `minetest.compress(data, method, ...)`: returns `compressed_data`
    * Compress a string of data.
    * `method` is a string identifying the compression method to be used.
    * Supported compression methods:
    *     Deflate (zlib): `"deflate"`
    * `...` indicates method-specific arguments.  Currently defined arguments are:
    *     Deflate: `level` - Compression level, `0`-`9` or `nil`.
* `minetest.decompress(compressed_data, method, ...)`: returns data
    * Decompress a string of data (using ZLib).
    * See documentation on `minetest.compress()` for supported compression methods.
    * currently supported.
    * `...` indicates method-specific arguments. Currently, no methods use this.
* `minetest.rgba(red, green, blue[, alpha])`: returns a string
    * Each argument is a 8 Bit unsigned integer
    * Returns the ColorString from rgb or rgba values
    * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
* `minetest.encode_base64(string)`: returns string encoded in base64
    * Encodes a string in base64.
* `minetest.decode_base64(string)`: returns string
    * Decodes a string encoded in base64.
* `minetest.gettext(string)` : returns string
    * look up the translation of a string in the gettext message catalog
* `fgettext_ne(string, ...)`
    * call minetest.gettext(string), replace "$1"..."$9" with the given
      extra arguments and return the result
* `fgettext(string, ...)` : returns string
    * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
    * returns the exact position on the surface of a pointed node
* `minetest.global_exists(name)`
    * Checks if a global variable has been set, without triggering a warning.

### UI
* `minetest.ui.minimap`
    * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
    * If client disabled minimap (using enable_minimap setting) this reference will be nil.
* `minetest.camera`
    * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
* `minetest.show_formspec(formname, formspec)` : returns true on success
	* Shows a formspec to the player
* `minetest.display_chat_message(message)` returns true on success
	* Shows a chat message to the current player.

Class reference
---------------

### Minimap
An interface to manipulate minimap on client UI

* `show()`: shows the minimap (if not disabled by server)
* `hide()`: hides the minimap
* `set_pos(pos)`: sets the minimap position on screen
* `get_pos()`: returns the minimap current position
* `set_angle(deg)`: sets the minimap angle in degrees
* `get_angle()`: returns the current minimap angle in degrees
* `set_mode(mode)`: sets the minimap mode (0 to 6)
* `get_mode()`: returns the current minimap mode
* `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
* `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)

### Camera
An interface to get or set information about the camera and cameranode.
Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.

#### Methods
* `set_camera_mode(mode)`
    * Pass `0` for first-person, `1` for third person, and `2` for third person front
* `get_camera_mode()`
    * Returns with same syntax as above
* `get_fov()`
    * Returns:

```lua
     {
         x = number,
         y = number,
         max = number,
         actual = number
     }
```

* `get_pos()`
    * Returns position of camera with view bobbing
* `get_offset()`
    * Returns eye offset vector
* `get_look_dir()`
    * Returns eye direction unit vector
* `get_look_vertical()`
    * Returns pitch in radians
* `get_look_horizontal()`
    * Returns yaw in radians
* `get_aspect_ratio()`
    * Returns aspect ratio of screen

### LocalPlayer
An interface to retrieve information about the player. The player is
not accessible until the client is fully done loading and therefore
not at module init time.

To get the localplayer handle correctly, use `on_connect()` as follows:

```lua
local localplayer
minetest.register_on_connect(function()
        localplayer = minetest.localplayer
end)
```

Methods:

* `get_pos()`
    * returns current player current position
* `get_velocity()`
    * returns player speed vector
* `get_hp()`
    * returns player HP
* `get_name()`
    * returns player name
* `is_attached()`
    * returns true if player is attached
* `is_touching_ground()`
    * returns true if player touching ground
* `is_in_liquid()`
    * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
* `is_in_liquid_stable()`
    * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
* `get_liquid_viscosity()`
    * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
* `is_climbing()`
    * returns true if player is climbing
* `swimming_vertical()`
    * returns true if player is swimming in vertical
* `get_physics_override()`
    * returns:

```lua
    {
        speed = float,
        jump = float,
        gravity = float,
        sneak = boolean,
        sneak_glitch = boolean
    }
```

* `get_override_pos()`
    * returns override position
* `get_last_pos()`
    * returns last player position before the current client step
* `get_last_velocity()`
    * returns last player speed
* `get_breath()`
    * returns the player's breath
* `get_movement_acceleration()`
    * returns acceleration of the player in different environments:

```lua
    {
       fast = float,
       air = float,
       default = float,
    }
```

* `get_movement_speed()`
    * returns player's speed in different environments:

```lua
    {
       walk = float,
       jump = float,
       crouch = float,
       fast = float,
       climb = float,
    }
```

* `get_movement()`
    * returns player's movement in different environments:

```lua
    {
       liquid_fluidity = float,
       liquid_sink = float,
       liquid_fluidity_smooth = float,
       gravity = float,
    }
```

* `get_last_look_horizontal()`:
    * returns last look horizontal angle
* `get_last_look_vertical()`:
    * returns last look vertical angle
* `get_key_pressed()`:
    * returns last key typed by the player

### Settings
An interface to read config files in the format of `minetest.conf`.

It can be created via `Settings(filename)`.

#### Methods
* `get(key)`: returns a value
* `get_bool(key)`: returns a boolean
* `set(key, value)`
* `remove(key)`: returns a boolean (`true` for success)
* `get_names()`: returns `{key1,...}`
* `write()`: returns a boolean (`true` for success)
    * write changes to file
* `to_table()`: returns `{[key1]=value1,...}`

### NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via `minetest.get_meta(pos)`.

#### Methods
* `get_string(name)`
* `get_int(name)`
* `get_float(name)`
* `to_table()`: returns `nil` or a table with keys:
    * `fields`: key-value storage
    * `inventory`: `{list1 = {}, ...}}`

-----------------
### Definitions
* `minetest.get_node_def(nodename)`
	* Returns [node definition](#node-definition) table of `nodename`
* `minetest.get_item_def(itemstring)`
	* Returns item definition table of `itemstring`

#### Node Definition

```lua
	{
		has_on_construct = bool,        -- Whether the node has the on_construct callback defined
		has_on_destruct = bool,         -- Whether the node has the on_destruct callback defined
		has_after_destruct = bool,      -- Whether the node has the after_destruct callback defined
		name = string,                  -- The name of the node e.g. "air", "default:dirt"
		groups = table,                 -- The groups of the node
		paramtype = string,             -- Paramtype of the node
		paramtype2 = string,            -- ParamType2 of the node
		drawtype = string,              -- Drawtype of the node
		mesh = <string>,                -- Mesh name if existant
		minimap_color = <Color>,        -- Color of node on minimap *May not exist*
		visual_scale = number,          -- Visual scale of node
		alpha = number,                 -- Alpha of the node. Only used for liquids
		color = <Color>,                -- Color of node *May not exist*
		palette_name = <string>,        -- Filename of palette *May not exist*
		palette = <{                    -- List of colors
			Color,
			Color
		}>,
		waving = number,                -- 0 of not waving, 1 if waving
		connect_sides = number,         -- Used for connected nodes
		connects_to = {                 -- List of nodes to connect to
			"node1",
			"node2"
		},
		post_effect_color = Color,      -- Color overlayed on the screen when the player is in the node
		leveled = number,               -- Max level for node
		sunlight_propogates = bool,     -- Whether light passes through the block
		light_source = number,          -- Light emitted by the block
		is_ground_content = bool,       -- Whether caves should cut through the node
		walkable = bool,                -- Whether the player collides with the node
		pointable = bool,               -- Whether the player can select the node
		diggable = bool,                -- Whether the player can dig the node
		climbable = bool,               -- Whether the player can climb up the node
		buildable_to = bool,            -- Whether the player can replace the node by placing a node on it
		rightclickable = bool,          -- Whether the player can place nodes pointing at this node
		damage_per_second = number,     -- HP of damage per second when the player is in the node
		liquid_type = <string>,         -- A string containing "none", "flowing", or "source" *May not exist*
		liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
		liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
		liquid_viscosity = <number>,    -- How fast the liquid flows *May not exist*
		liquid_renewable = <boolean>,   -- Whether the liquid makes an infinite source *May not exist*
		liquid_range = <number>,        -- How far the liquid flows *May not exist*
		drowning = bool,                -- Whether the player will drown in the node
		floodable = bool,               -- Whether nodes will be replaced by liquids (flooded)
		node_box = table,               -- Nodebox to draw the node with
		collision_box = table,          -- Nodebox to set the collision area
		selection_box = table,          -- Nodebox to set the area selected by the player
		sounds = {                      -- Table of sounds that the block makes
			sound_footstep = SimpleSoundSpec,
			sound_dig = SimpleSoundSpec,
			sound_dug = SimpleSoundSpec
		},
		legacy_facedir_simple = bool,   -- Whether to use old facedir
		legacy_wallmounted = bool       -- Whether to use old wallmounted
	}
```

#### Item Definition

```lua
	{
		name = string,                  -- Name of the item e.g. "default:stone"
		description = string,           -- Description of the item e.g. "Stone"
		type = string,                  -- Item type: "none", "node", "craftitem", "tool"
		inventory_image = string,       -- Image in the inventory
		wield_image = string,           -- Image in wieldmesh
		palette_image = string,         -- Image for palette
		color = Color,                  -- Color for item
		wield_scale = Vector,           -- Wieldmesh scale
		stack_max = number,             -- Number of items stackable together
		usable = bool,                  -- Has on_use callback defined
		liquids_pointable = bool,       -- Whether you can point at liquids with the item
		tool_capabilities = <table>,    -- If the item is a tool, tool capabiltites of the item
		groups = table,                 -- Groups of the item
		sound_place = SimpleSoundSpec,  -- Sound played when placed
		sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
		node_placement_prediction = string -- Node placed in client until server catches up
	}
```
-----------------

### Chat command definition (`register_chatcommand`)

    {
        params = "<name> <privilege>", -- Short parameter description
        description = "Remove privilege from player", -- Full description
        func = function(param),        -- Called when command is run.
                                       -- Returns boolean success and text output.
    }
### Server info
```lua
{
	address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
	ip = "203.0.113.156",             -- The IP address of the server.
	port = 30000,                     -- The port the client is connected to.
	protocol_version = 30             -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
}
```

Escape sequences
----------------
Most text can contain escape sequences, that can for example color the text.
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences:
* `minetest.get_color_escape_sequence(color)`:
    * `color` is a [ColorString](#colorstring)
    * The escape sequence sets the text color to `color`
* `minetest.colorize(color, message)`:
    * Equivalent to:
      `minetest.get_color_escape_sequence(color) ..
       message ..
       minetest.get_color_escape_sequence("#ffffff")`
* `minetest.get_background_escape_sequence(color)`
    * `color` is a [ColorString](#colorstring)
    * The escape sequence sets the background of the whole text element to
      `color`. Only defined for item descriptions and tooltips.
* `minetest.strip_foreground_colors(str)`
    * Removes foreground colors added by `get_color_escape_sequence`.
* `minetest.strip_background_colors(str)`
    * Removes background colors added by `get_background_escape_sequence`.
* `minetest.strip_colors(str)`
    * Removes all color escape sequences.

`ColorString`
-------------
`#RGB` defines a color in hexadecimal format.

`#RGBA` defines a color in hexadecimal format and alpha channel.

`#RRGGBB` defines a color in hexadecimal format.

`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.

Named colors are also supported and are equivalent to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
To specify the value of the alpha channel, append `#AA` to the end of the color name
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits.

`Color`
-------------
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.