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This updates the VoxeLibre documentation by replacing "Minetest" with "Luanti" and updating links. Done: * Update "Minetest" in documentation and comments to "Luanti" * Update links to forums, ContentDB and Luanti project web page Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4706 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: teknomunk <teknomunk@protonmail.com> Co-committed-by: teknomunk <teknomunk@protonmail.com>
234 lines
8.5 KiB
Markdown
234 lines
8.5 KiB
Markdown
# `mcl_chests` API
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When reading through this documentation, please keep in mind that the chest
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animations are achieved by giving each chest node an entity, as Luanti (as of
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5.8.1) doesn't support giving nodes animated meshes, only static ones.
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Because of that, a lot of parameters passed through the exposed functions are
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related to nodes and entities.
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Please refer to the [Luanti documentation](http://api.minetest.net/) and code
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comments in `api.lua`.
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## `mcl_chests.register_chest(basename, definition)`
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This function allows for simple chest registration, used by both regular and
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trapped chests.
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* `basename` is a string that will be concatenated to form full nodenames for
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chests, for example `"mcl_chests:basename_small"`.
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* `definition` is a key-value table, with the following fields:
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```lua
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{
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desc = S("Stone Chest"),
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-- Equivalent to `description` field of Item/Node definition.
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-- Will be shown as chest's name in the inventory.
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title = {
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small = S("Stone Chest") -- the same as `desc` if not specified
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double = S("Large Stone Chest") -- defaults to `"Large " .. desc`
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}
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-- These will be shown when opening the chest (in formspecs).
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longdesc = S(
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"Stone Chests are containers which provide 27 inventory slots. Stone Chests can be turned into" ..
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"large stone chests with double the capacity by placing two stone chests next to each other."
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),
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usagehelp = S("To access its inventory, rightclick it. When broken, the items will drop out."),
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tt_help = S("27 inventory slots") .. "\n" .. S("Can be combined to a large stone chest"),
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-- Equivalent to `_doc_items_longdesc`, `_doc_items_usagehelp` and
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-- `_tt_help` fields of Item/Node definition. Shown in the tooltip and wiki.
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tiles = {
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small = { "vl_stone_chests_small.png" },
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double = { "vl_stone_chests_double.png" },
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inv = {
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"vl_stone_chests_top.png",
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"vl_stone_chests_bottom.png",
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"vl_stone_chests_right.png",
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"vl_stone_chests_left.png",
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"vl_stone_chests_back.png",
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"vl_stone_chests_front.png"
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},
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},
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-- `small` and `double` fields contain the textures that will be applied to
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-- chest entities.
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-- `inv` field contains table of textures (6 in total, for each cube side),
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-- that will be used to render the chest "node" in the inventory.
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groups = {
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pickaxey = 1,
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stone = 1,
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material_stone = 1,
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},
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-- Equivalent to `groups` field of Item/Node definition. There is some table
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-- merging occuring internally, but it is purely for entity rendering.
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sounds = {
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mcl_sounds.node_sound_stone_defaults(), -- defaults to `nil`
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"vl_stone_chests_sound" -- defaults to `"default_chest"`
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},
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-- First value is equivalent to `sounds` field of Item/Node definition.
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-- Second value is a sound prefix, from which the actual sounds will be
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-- concatenated (e.g. `vl_stone_chests_sound_open.ogg`). See `api.lua`.
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hardness = 4.0,
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-- Equivalent to `_mcl_blast_resistance` and `_mcl_hardness` fields of
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-- Item/Node definition. They are always equal for chests.
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hidden = false,
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-- Equivalent to `_doc_items_hidden` field of Item/Node definition.
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mesecons = {
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receptor = {
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state = mesecon.state.on,
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rules = mesecon.rules.pplate,
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},
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},
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-- Equivalent to `mesecons` field of Item/Node definition.
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on_rightclick = function(pos, node, clicker)
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mcl_util.deal_damage(clicker, 2)
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end,
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-- If provided, will be executed at the end of the actual `on_rightclick`
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-- function of the chest node.
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-- If `on_rightclick_left` or `on_rightclick_right` are not provided, this
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-- will also be what is executed for left and right double chest nodes,
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-- respectively.
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drop = "chest",
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-- If provided, the chest will not drop itself, but the item of the chest
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-- with that basename.
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canonical_basename = "chest",
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-- If provided, the chest will turn into chest with that basename in
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-- `on_construct`.
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}
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```
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For usage examples, see `chests.lua` and `example.lua`.
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## `mcl_chests.create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)`
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This function creates a chest entity based on the parameters:
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* `pos` is the position vector.
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* `node_name` is a string used in initialization data for the entity.
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* `textures` is the entity textures.
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* `param2` is a node param2, which then will be converted to entity direction.
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* `double` is a boolean value for whether the chest is double or not.
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* `sound_prefix` is a string, from which the actual sounds for the entity will
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be concatenated.
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* `mesh_prefix` is the same thing as `sound_prefix`, but for meshes.
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* `animation_type` is a string that will be used in `set_animation` method of
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chest entity.
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* `dir` and `entity_pos` are number and vector values used to get entity info.
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Returned value is either a luaentity, or `nil` if failed (in which case a
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warning message gets written into the console).
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## `mcl_chests.find_or_create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)`
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This function finds an existing entity, or creates one if failed. Parameters:
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* `pos` is the position vector.
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* `node_name` is a string used in initialization data for the entity.
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* `textures` is the entity textures.
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* `param2` is a node param2, which then will be converted to entity direction.
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* `double` is a boolean value for whether the chest is double or not.
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* `sound_prefix` is a string, from which the actual sounds for the entity will
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be concatenated.
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* `mesh_prefix` is the same thing as `sound_prefix`, but for meshes.
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* `animation_type` is a string that will be used in `set_animation` method of
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chest entity.
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* `dir` and `entity_pos` are number and vector values used to get entity info.
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Returned value is either a luaentity, or `nil` if failed (in which case a
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warning message gets written into the console).
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## `mcl_chests.select_and_spawn_entity(pos, node)`
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This function is a simple wrapper for `mcl_chests.find_or_create_entity`,
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getting most of the fields from node definition.
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* `pos` is the position vector.
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* `node` is a NodeRef.
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Returned value is either a luaentity, or `nil` if failed (in which case a
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warning message gets written into the console).
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## `mcl_chests.no_rotate`
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This function is equivalent to `screwdriver.disallow` and is used when a chest
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can't be rotated, and is applied in `on_rotate` field of Node definition.
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## `mcl_chests.simple_rotate(pos, node, user, mode, new_param2)`
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This function allows for simple rotation with the entity being affected as well,
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and is applied in `on_rotate` field of Node definition.
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## `mcl_chests.open_chests`
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This table contains all currently open chests, indexed by player name.
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`nil` if player is not using a chest, and `{ pos = <chest node position> }`
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otherwise (where position is a vector value).
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## `mcl_chests.protection_check_move(pos, from_list, from_index, to_list, to_index, count, player)`
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This function is called in `allow_metadata_inventory_move` field of Node
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definition.
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## `mcl_chests.protection_check_put_take(pos, listname, index, stack, player)`
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This function is called in `allow_metadata_inventory_put` and
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`allow_metadata_inventory_take` fields of Node definition.
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## `mcl_chests.player_chest_open(player, pos, node_name, textures, param2, double, sound, mesh, shulker)`
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This function opens a chest based on the parameters:
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* `player` is an ObjectRef.
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* `pos` is the position vector.
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* `node_name` is a string used in initialization data for the entity.
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* `textures` is the entity textures.
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* `param2` is a node param2, which then will be converted to entity direction.
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* `double` is a boolean value for whether the chest is double or not.
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* `sound` is a prefix string, from which the actual sounds for the entity will
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be concatenated.
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* `mesh` is the same thing as `sound`, but for meshes.
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* `shulker` is a boolean value for whether the chest is a shulker or not.
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## `mcl_chests.player_chest_close(player)`
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This function has to be called when a player closes a chest.
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* `player` is an ObjectRef.
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## `mcl_chests.chest_update_after_close(pos)`
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This function is called when a chest is closed by `player_chest_close`.
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* `pos` is the chest's position vector.
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## `mcl_chests.is_not_shulker_box(stack)`
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This function checks for whether `stack` is a shulker box, and returns `false`
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if it is. Used internally to disallow putting shulker boxes into shulker boxes.
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* `stack` is an ItemStack.
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