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Various smaller lua_api documentation updates (#13240)
This fixes several smaller documentation issues at once because posting one PR for every tiny documentation fix is a nightmare.
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114
doc/lua_api.txt
114
doc/lua_api.txt
@ -460,9 +460,10 @@ texture is overlaid on top of `cobble.png`.
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Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
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passing complex texture names as arguments. Escaping is done with backslash and
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is required for `^` and `:`.
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is required for `^`, `:` and `\`.
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Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
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Or as a Lua string: `"cobble.png^[lowpart:50:color.png\\^[mask\\:trans.png"`
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The lower 50 percent of `color.png^[mask:trans.png` are overlaid
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on top of `cobble.png`.
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@ -648,7 +649,8 @@ don't change very much.
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Embed a base64 encoded PNG image in the texture string.
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You can produce a valid string for this by calling
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`minetest.encode_base64(minetest.encode_png(tex))`,
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refer to the documentation of these functions for details.
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where `tex` is pixel data. Refer to the documentation of these
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functions for details.
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You can use this to send disposable images such as captchas
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to individual clients, or render things that would be too
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expensive to compose with `[combine:`.
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@ -2221,16 +2223,25 @@ Some of the values in the key-value store are handled specially:
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Example:
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local meta = minetest.get_meta(pos)
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-- Set node formspec and infotext
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meta:set_string("formspec",
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"size[8,9]"..
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"list[context;main;0,0;8,4;]"..
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"list[current_player;main;0,5;8,4;]")
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meta:set_string("infotext", "Chest");
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-- Set inventory list size of `"main"` list to 32
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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inv:set_size("main", 32)
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-- Dump node metadata
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print(dump(meta:to_table()))
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-- Set node metadata from a metadata table
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meta:from_table({
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inventory = {
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-- Set items of inventory in all 32 slots of the `"main"` list
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main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
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[10] = "", [11] = "", [12] = "", [13] = "",
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@ -2240,6 +2251,7 @@ Example:
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[27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
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[32] = ""}
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},
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-- metadata fields
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fields = {
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formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
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infotext = "Chest"
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@ -4972,7 +4984,7 @@ Utilities
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connection_uptime = 200, -- seconds since client connected
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protocol_version = 32, -- protocol version used by client
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formspec_version = 2, -- supported formspec version
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lang_code = "fr" -- Language code used for translation
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lang_code = "fr", -- Language code used for translation
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-- the following keys can be missing if no stats have been collected yet
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min_rtt = 0.01, -- minimum round trip time
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@ -5466,6 +5478,8 @@ Authentication
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* The player needs to be online for this to be successful.
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* `minetest.get_auth_handler()`: Return the currently active auth handler
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* Must be called *after* load time, to ensure that any custom auth handler was
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already registered.
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* See the [Authentication handler definition]
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* Use this to e.g. get the authentication data for a player:
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`local auth_data = minetest.get_auth_handler().get_auth(playername)`
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@ -5524,7 +5538,7 @@ Environment access
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returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
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* `minetest.get_node_or_nil(pos)`
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* Same as `get_node` but returns `nil` for unloaded areas.
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* `minetest.get_node_light(pos, timeofday)`
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* `minetest.get_node_light(pos[, timeofday])`
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* Gets the light value at the given position. Note that the light value
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"inside" the node at the given position is returned, so you usually want
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to get the light value of a neighbor.
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@ -6780,7 +6794,8 @@ An `InvRef` is a reference to an inventory.
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* `set_width(listname, width)`: set width of list; currently used for crafting
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* `get_stack(listname, i)`: get a copy of stack index `i` in list
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* `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
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* `get_list(listname)`: return full list (list of `ItemStack`s)
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* `get_list(listname)`: returns full list (list of `ItemStack`s)
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or `nil` if list doesn't exist (size 0)
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* `set_list(listname, list)`: set full list (size will not change)
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* `get_lists()`: returns table that maps listnames to inventory lists
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* `set_lists(lists)`: sets inventory lists (size will not change)
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@ -6949,16 +6964,59 @@ of the `${k}` syntax in formspecs is not deprecated.
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* `set_float(key, value)`
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* `get_float(key)`: Returns `0` if key not present.
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* `get_keys()`: returns a list of all keys in the metadata.
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* `to_table()`: returns `nil` or a table with keys:
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* `fields`: key-value storage
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* `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
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* `from_table(nil or {})`
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* Any non-table value will clear the metadata
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* See [Node Metadata] for an example
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* returns `true` on success
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* `to_table()`:
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* Returns a metadata table (see below) or `nil` on failure.
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* `from_table(data)`
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* Imports metadata from a metadata table
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* If `data` is a metadata table (see below), the metadata it represents
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will replace all metadata of this MetaDataRef object
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* Any non-table value for `data` will clear all metadata
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* Item table values the `inventory` field may also be itemstrings
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* Returns `true` on success
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* `equals(other)`
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* returns `true` if this metadata has the same key-value pairs as `other`
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### Metadata tables
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Metadata tables represent MetaDataRef in a Lua table form (see `from_table`/`to_table`).
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A metadata table is a table that has the following keys:
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* `fields`: key-value storage of metadata fields
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* all values are stored as strings
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* numbers must be converted to strings first
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* `inventory` (for NodeMetaRef only): A node inventory in table form
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* inventory table keys are inventory list names
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* inventory table values are item tables
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* item table keys are slot IDs (starting with 1)
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* item table values are ItemStacks
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Example:
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metadata_table = {
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-- metadata fields (key/value store)
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fields = {
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infotext = "Container",
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anoter_key = "Another Value",
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},
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-- inventory data (for nodes)
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inventory = {
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-- inventory list "main" with 4 slots
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main = {
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-- list of all item slots
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[1] = "example:dirt",
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[2] = "example:stone 25",
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[3] = "", -- empty slot
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[4] = "example:pickaxe",
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},
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-- inventory list "hidden" with 1 slot
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hidden = {
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[1] = "example:diamond",
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},
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},
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}
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`ModChannel`
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------------
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@ -7257,7 +7315,7 @@ child will follow movement and rotation of that bone.
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* This should be used to set style elements such as background[] and
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bgcolor[], any non-style elements (eg: label) may result in weird behavior.
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* Only affects formspecs shown after this is called.
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* `get_formspec_prepend(formspec)`: returns a formspec string.
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* `get_formspec_prepend()`: returns a formspec string.
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* `get_player_control()`: returns table with player pressed keys
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* The table consists of fields with the following boolean values
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representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
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@ -7319,13 +7377,13 @@ child will follow movement and rotation of that bone.
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* See `hud_set_flags` for a list of flags that can be toggled.
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* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
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* `count`: number of items, must be between `1` and `32`
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* `hud_get_hotbar_itemcount`: returns number of visible items
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* `hud_get_hotbar_itemcount()`: returns number of visible items
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* `hud_set_hotbar_image(texturename)`
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* sets background image for hotbar
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* `hud_get_hotbar_image`: returns texturename
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* `hud_get_hotbar_image()`: returns texturename
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* `hud_set_hotbar_selected_image(texturename)`
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* sets image for selected item of hotbar
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* `hud_get_hotbar_selected_image`: returns texturename
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* `hud_get_hotbar_selected_image()`: returns texturename
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* `set_minimap_modes({mode, mode, ...}, selected_mode)`
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* Overrides the available minimap modes (and toggle order), and changes the
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selected mode.
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@ -7825,6 +7883,8 @@ Player properties need to be saved manually.
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-- 'inventory_image'.
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-- If 'itemname' contains a ColorString or palette index (e.g. from
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-- `minetest.itemstring_with_palette()`), the entity will inherit the color.
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-- Wielditems are scaled a bit. If you want a wielditem to appear
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-- to be as large as a node, use `0.667` in `visual_size`
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-- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
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visual_size = {x = 1, y = 1, z = 1},
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@ -8609,15 +8669,17 @@ Used by `minetest.register_node`.
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-- Warning: making a liquid node 'floodable' will cause problems.
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preserve_metadata = function(pos, oldnode, oldmeta, drops),
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-- Called when oldnode is about be converted to an item, but before the
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-- Called when `oldnode` is about be converted to an item, but before the
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-- node is deleted from the world or the drops are added. This is
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-- generally the result of either the node being dug or an attached node
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-- becoming detached.
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-- oldmeta are the metadata fields (table) of the node before deletion.
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-- drops is a table of ItemStacks, so any metadata to be preserved can
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-- * `pos`: node position
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-- * `oldnode`: node table of node before it was deleted
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-- * `oldmeta`: metadata of node before it was deleted, as a metadata table
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-- * `drops`: a table of `ItemStack`s, so any metadata to be preserved can
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-- be added directly to one or more of the dropped items. See
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-- "ItemStackMetaRef".
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-- default: nil
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-- default: `nil`
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after_place_node = function(pos, placer, itemstack, pointed_thing),
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-- Called after constructing node when node was placed using
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@ -8627,9 +8689,13 @@ Used by `minetest.register_node`.
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-- default: nil
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after_dig_node = function(pos, oldnode, oldmetadata, digger),
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-- oldmetadata is in table format.
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-- Called after destructing node when node was dug using
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-- minetest.node_dig / minetest.dig_node.
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-- Called after destructing the node when node was dug using
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-- `minetest.node_dig` / `minetest.dig_node`.
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-- * `pos`: node position
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-- * `oldnode`: node table of node before it was dug
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-- * `oldmetadata`: metadata of node before it was dug,
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-- as a metadata table
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-- * `digger`: ObjectRef of digger
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-- default: nil
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can_dig = function(pos, [player]),
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