Lua_api.txt: Various edits and Markdown syntax improvements

Add minor bits of missing Lua API documentation.
Remove L-system lighting bug warning.
Clarify 2 lines in node timer documentation.
Fix many Markdown syntax errors in lua_api.txt.
This commit is contained in:
Wuzzy 2017-06-02 14:15:49 +02:00 committed by paramat
parent 80fe516e4e
commit 1b83b0acfd

@ -186,7 +186,11 @@ Naming convention for registered textual names
---------------------------------------------- ----------------------------------------------
Registered names should generally be in this format: Registered names should generally be in this format:
"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_) `modname:<whatever>`
`<whatever>` can have these characters:
a-zA-Z0-9_
This is to prevent conflicting names from corrupting maps and is This is to prevent conflicting names from corrupting maps and is
enforced by the mod loader. enforced by the mod loader.
@ -209,7 +213,7 @@ The `:` prefix can also be used for maintaining backwards compatibility.
### Aliases ### Aliases
Aliases can be added by using `minetest.register_alias(name, convert_to)` or Aliases can be added by using `minetest.register_alias(name, convert_to)` or
`minetest.register_alias_force(name, convert_to). `minetest.register_alias_force(name, convert_to)`.
This will make Minetest to convert things called name to things called This will make Minetest to convert things called name to things called
`convert_to`. `convert_to`.
@ -310,9 +314,9 @@ Example:
#### `[opacity:<r>` #### `[opacity:<r>`
Makes the base image transparent according to the given ratio. Makes the base image transparent according to the given ratio.
r must be between 0 and 255.
0 means totally transparent. `r` must be between 0 and 255.
255 means totally opaque. 0 means totally transparent. 255 means totally opaque.
Example: Example:
@ -676,7 +680,7 @@ the global `minetest.registered_*` tables.
* `minetest.unregister_item(name)` * `minetest.unregister_item(name)`
* Unregisters the item name from engine, and deletes the entry with key * Unregisters the item name from engine, and deletes the entry with key
* `name` from `minetest.registered_items` and from the associated item * `name` from `minetest.registered_items` and from the associated item
* table according to its nature: minetest.registered_nodes[] etc * table according to its nature: `minetest.registered_nodes[]` etc
* `minetest.register_biome(biome definition)` * `minetest.register_biome(biome definition)`
* returns an integer uniquely identifying the registered biome * returns an integer uniquely identifying the registered biome
@ -754,9 +758,9 @@ They are represented by a table:
{name="name", param1=num, param2=num} {name="name", param1=num, param2=num}
`param1` and `param2` are 8-bit integers. The engine uses them for certain `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
automated functions. If you don't use these functions, you can use them to them for certain automated functions. If you don't use these functions, you can
store arbitrary values. use them to store arbitrary values.
The functions of `param1` and `param2` are determined by certain fields in the The functions of `param1` and `param2` are determined by certain fields in the
node definition: node definition:
@ -825,15 +829,6 @@ node definition:
^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes. ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
param2 defines 64 levels of internal liquid. param2 defines 64 levels of internal liquid.
Liquid texture is defined using `special_tiles = {"modname_tilename.png"},` Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
^ defines list of collision boxes for the node. If empty, collision boxes
will be the same as nodeboxes, in case of any other nodes will be full cube
as in the example above.
Nodes can also contain extra data. See "Node Metadata". Nodes can also contain extra data. See "Node Metadata".
@ -984,6 +979,7 @@ If no flags are specified (or defaults is), 2D noise is eased and 3D noise is no
Accumulates the absolute value of each noise gradient result. Accumulates the absolute value of each noise gradient result.
Noise parameters format example for 2D or 3D perlin noise or perlin noise maps: Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
np_terrain = { np_terrain = {
offset = 0, offset = 0,
scale = 1, scale = 1,
@ -1067,14 +1063,15 @@ to small changes. The following is a decent set of parameters to work from:
}, },
noise_threshold = 1.6 noise_threshold = 1.6
WARNING: Use this ore type *very* sparingly since it is ~200x more **WARNING**: Use this ore type *very* sparingly since it is ~200x more
computationally expensive than any other ore. computationally expensive than any other ore.
Ore attributes Ore attributes
-------------- --------------
See section "Flag Specifier Format". See section "Flag Specifier Format".
Currently supported flags: `absheight` Currently supported flags:
`absheight`, `puff_cliffs`, `puff_additive_composition`.
### `absheight` ### `absheight`
Also produce this same ore between the height range of `-y_max` and `-y_min`. Also produce this same ore between the height range of `-y_max` and `-y_min`.
@ -1130,6 +1127,7 @@ in the form of a table. This table specifies the following fields:
previous contents (default: false) previous contents (default: false)
About probability values: About probability values:
* A probability value of `0` or `1` means that node will never appear (0% chance). * A probability value of `0` or `1` means that node will never appear (0% chance).
* A probability value of `254` or `255` means the node will always appear (100% chance). * A probability value of `254` or `255` means the node will always appear (100% chance).
* If the probability value `p` is greater than `1`, then there is a * If the probability value `p` is greater than `1`, then there is a
@ -1284,16 +1282,32 @@ There are three kinds of items: nodes, tools and craftitems.
things according to `tool_capabilities`. things according to `tool_capabilities`.
* Craftitem (`register_craftitem`): A miscellaneous item. * Craftitem (`register_craftitem`): A miscellaneous item.
### Amount and wear
All item stacks have an amount between 0 to 65535. It is 1 by
default. Tool item stacks can not have an amount greater than 1.
Tools use a wear (=damage) value ranging from 0 to 65535. The
value 0 is the default and used is for unworn tools. The values
1 to 65535 are used for worn tools, where a higher value stands for
a higher wear. Non-tools always have a wear value of 0.
### Item formats ### Item formats
Items and item stacks can exist in three formats: Serializes, table format Items and item stacks can exist in three formats: Serializes, table format
and `ItemStack`. and `ItemStack`.
#### Serialized #### Serialized
This is called "stackstring" or "itemstring": This is called "stackstring" or "itemstring". It is a simple string with
1-3 components: the full item identifier, an optional amount and an optional
wear value. Syntax:
* e.g. `'default:dirt 5'` <identifier> [<amount>[ <wear>]]
* e.g. `'default:pick_wood 21323'`
* e.g. `'default:apple'` Examples:
* `'default:apple'`: 1 apple
* `'default:dirt 5'`: 5 dirt
* `'default:pick_stone'`: a new stone pickaxe
* `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
#### Table format #### Table format
Examples: Examples:
@ -1387,6 +1401,9 @@ Another example: Make red wool from white wool and red dye:
### Special groups ### Special groups
* `immortal`: Disables the group damage system for an entity * `immortal`: Disables the group damage system for an entity
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.
* `level`: Can be used to give an additional sense of progression in the game. * `level`: Can be used to give an additional sense of progression in the game.
* A larger level will cause e.g. a weapon of a lower level make much less * A larger level will cause e.g. a weapon of a lower level make much less
damage, and get worn out much faster, or not be able to get drops damage, and get worn out much faster, or not be able to get drops
@ -1425,6 +1442,7 @@ Another example: Make red wool from white wool and red dye:
### Examples of custom groups ### Examples of custom groups
Item groups are often used for defining, well, _groups of items_. Item groups are often used for defining, well, _groups of items_.
* `meat`: any meat-kind of a thing (rating might define the size or healing * `meat`: any meat-kind of a thing (rating might define the size or healing
ability or be irrelevant -- it is not defined as of yet) ability or be irrelevant -- it is not defined as of yet)
* `eatable`: anything that can be eaten. Rating might define HP gain in half * `eatable`: anything that can be eaten. Rating might define HP gain in half
@ -1645,7 +1663,7 @@ Item metadata only contains a key-value store.
Some of the values in the key-value store are handled specially: Some of the values in the key-value store are handled specially:
* `description`: Set the itemstack's description. Defaults to idef.description * `description`: Set the item stack's description. Defaults to `idef.description`
* `color`: A `ColorString`, which sets the stack's color. * `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the * `palette_index`: If the item has a palette, this is used to get the
current color from the palette. current color from the palette.
@ -1707,7 +1725,7 @@ examples.
#### `container[<X>,<Y>]` #### `container[<X>,<Y>]`
* Start of a container block, moves all physical elements in the container by (X, Y) * Start of a container block, moves all physical elements in the container by (X, Y)
* Must have matching container_end * Must have matching `container_end`
* Containers can be nested, in which case the offsets are added * Containers can be nested, in which case the offsets are added
(child containers are relative to parent containers) (child containers are relative to parent containers)
@ -1792,7 +1810,7 @@ examples.
#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Textual field; will be sent to server when a button is clicked * 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 * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
of this field. of this field.
* `x` and `y` position the field relative to the top left of the menu * `x` and `y` position the field relative to the top left of the menu
* `w` and `h` are the size of the field * `w` and `h` are the size of the field
@ -1804,16 +1822,16 @@ examples.
* `default` may contain variable references such as `${text}'` which * `default` may contain variable references such as `${text}'` which
will fill the value from the metadata value `text` will fill the value from the metadata value `text`
* **Note**: no extra text or more than a single variable is supported ATM. * **Note**: no extra text or more than a single variable is supported ATM.
* See field_close_on_enter to stop enter closing the formspec * See `field_close_on_enter` to stop enter closing the formspec
#### `field[<name>;<label>;<default>]` #### `field[<name>;<label>;<default>]`
* As above, but without position/size units * As above, but without position/size units
* When enter is pressed in field, fields.key_enter_field will be sent with the name * When enter is pressed in field, `fields.key_enter_field` will be sent with the name
of this field. of this field.
* Special field for creating simple forms, such as sign text input * Special field for creating simple forms, such as sign text input
* Must be used without a `size[]` element * Must be used without a `size[]` element
* A "Proceed" button will be added automatically * A "Proceed" button will be added automatically
* See field_close_on_enter to stop enter closing the formspec * See `field_close_on_enter` to stop enter closing the formspec
#### `field_close_on_enter[<name>;<close_on_enter>]` #### `field_close_on_enter[<name>;<close_on_enter>]`
* <name> is the name of the field * <name> is the name of the field
@ -2033,6 +2051,7 @@ Escape sequences
Most text can contain escape sequences, that can for example color the text. 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. There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences: The following functions provide escape sequences:
* `minetest.get_color_escape_sequence(color)`: * `minetest.get_color_escape_sequence(color)`:
* `color` is a ColorString * `color` is a ColorString
* The escape sequence sets the text color to `color` * The escape sequence sets the text color to `color`
@ -2127,6 +2146,7 @@ Helper functions
* Useful for storing custom data * Useful for storing custom data
* `minetest.is_singleplayer()` * `minetest.is_singleplayer()`
* `minetest.features`: Table containing API feature flags * `minetest.features`: Table containing API feature flags
{ {
glasslike_framed = true, glasslike_framed = true,
nodebox_as_selectionbox = true, nodebox_as_selectionbox = true,
@ -2149,8 +2169,8 @@ Helper functions
* `arg`: string or table in format `{foo=true, bar=true}` * `arg`: string or table in format `{foo=true, bar=true}`
* `missing_features`: `{foo=true, bar=true}` * `missing_features`: `{foo=true, bar=true}`
* `minetest.get_player_information(player_name)`: * `minetest.get_player_information(player_name)`:
* Returns a table containing information about a player * Returns a table containing information about a player. Example return value:
Example return value:
{ {
address = "127.0.0.1", -- IP address of client address = "127.0.0.1", -- IP address of client
ip_version = 4, -- IPv4 / IPv6 ip_version = 4, -- IPv4 / IPv6
@ -2162,7 +2182,6 @@ Helper functions
avg_jitter = 0.03, -- average packet time jitter avg_jitter = 0.03, -- average packet time jitter
connection_uptime = 200, -- seconds since client connected connection_uptime = 200, -- seconds since client connected
prot_vers = 31, -- protocol version used by client prot_vers = 31, -- protocol version used by client
-- following information is available on debug build only!!! -- following information is available on debug build only!!!
-- DO NOT USE IN MODS -- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client --ser_vers = 26, -- serialization version used by client
@ -2218,7 +2237,7 @@ Call these functions only at load time!
* Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity. syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
* If no erase candidate could be found, Lua exception will be thrown. * If no erase candidate could be found, Lua exception will be thrown.
* Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe * **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
contains output. Erasing is then done independently from the crafting method. contains output. Erasing is then done independently from the crafting method.
* `minetest.register_ore(ore definition)` * `minetest.register_ore(ore definition)`
* `minetest.register_biome(biome definition)` * `minetest.register_biome(biome definition)`
@ -2273,7 +2292,7 @@ Call these functions only at load time!
* Called when the player gets damaged or healed * Called when the player gets damaged or healed
* `player`: ObjectRef of the player * `player`: ObjectRef of the player
* `hp_change`: the amount of change. Negative when it is damage. * `hp_change`: the amount of change. Negative when it is damage.
* `modifier`: when true, the function should return the actual hp_change. * `modifier`: when true, the function should return the actual `hp_change`.
Note: modifiers only get a temporary hp_change that can be modified by later modifiers. Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
modifiers can return true as a second argument to stop the execution of further functions. modifiers can return true as a second argument to stop the execution of further functions.
Non-modifiers receive the final hp change calculated by the modifiers. Non-modifiers receive the final hp change calculated by the modifiers.
@ -2327,16 +2346,16 @@ Call these functions only at load time!
### Other registration functions ### Other registration functions
* `minetest.register_chatcommand(cmd, chatcommand definition)` * `minetest.register_chatcommand(cmd, chatcommand definition)`
* Adds definition to minetest.registered_chatcommands * Adds definition to `minetest.registered_chatcommands`
* `minetest.override_chatcommand(name, redefinition)` * `minetest.override_chatcommand(name, redefinition)`
* Overrides fields of a chatcommand registered with register_chatcommand. * Overrides fields of a chatcommand registered with `register_chatcommand`.
* `minetest.unregister_chatcommand(name)` * `minetest.unregister_chatcommand(name)`
* Unregisters a chatcommands registered with register_chatcommand. * Unregisters a chatcommands registered with `register_chatcommand`.
* `minetest.register_privilege(name, definition)` * `minetest.register_privilege(name, definition)`
* `definition`: `"description text"` * `definition`: `"description text"`
* `definition`: `{ description = "description text", give_to_singleplayer = boolean}` * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
the default of `give_to_singleplayer` is true the default of `give_to_singleplayer` is true
* To allow players with basic_privs to grant, see basic_privs minetest.conf setting. * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
* `minetest.register_authentication_handler(handler)` * `minetest.register_authentication_handler(handler)`
* See `minetest.builtin_auth_handler` in `builtin.lua` for reference * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
@ -2364,7 +2383,7 @@ Call these functions only at load time!
* on comparing the password hash in the database with the password hash * on comparing the password hash in the database with the password hash
* from the function, with an externally provided password, as the hash * from the function, with an externally provided password, as the hash
* in the db might use the new SRP verifier format. * in the db might use the new SRP verifier format.
* For this purpose, use minetest.check_password_entry instead. * For this purpose, use `minetest.check_password_entry` instead.
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}` * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."` * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
* Convert between two privilege representations * Convert between two privilege representations
@ -2460,7 +2479,7 @@ and `minetest.auth_reload` call the authetification handler.
* `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`, * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
`cave_end`, `large_cave_begin`, `large_cave_end`, `decoration` `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
* The second parameter is a list of IDS of decorations which notification is requested for * The second parameter is a list of IDS of decorations which notification is requested for
* `get_gen_notify()`: returns a flagstring and a table with the deco_ids * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
* `minetest.get_mapgen_object(objectname)` * `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects") * Return requested mapgen object if available (see "Mapgen objects")
* `minetest.get_biome_id(biome_name)` * `minetest.get_biome_id(biome_name)`
@ -2468,9 +2487,9 @@ and `minetest.auth_reload` call the authetification handler.
given biome_name string. given biome_name string.
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
`mgname`, `seed`, `chunksize`, `water_level`, and `flags`. `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
* Deprecated: use minetest.get_mapgen_setting(name) instead * Deprecated: use `minetest.get_mapgen_setting(name)` instead
* `minetest.set_mapgen_params(MapgenParams)` * `minetest.set_mapgen_params(MapgenParams)`
* Deprecated: use minetest.set_mapgen_setting(name, value, override) instead * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
* Set map generation parameters * Set map generation parameters
* Function cannot be called after the registration period; only initialization * Function cannot be called after the registration period; only initialization
and `on_mapgen_init` and `on_mapgen_init`
@ -2495,7 +2514,7 @@ and `minetest.auth_reload` call the authetification handler.
is not already present in map_meta.txt. is not already present in map_meta.txt.
* `override_meta` is an optional boolean (default: `false`). If this is set to true, * `override_meta` is an optional boolean (default: `false`). If this is set to true,
the setting will become the active setting regardless of the map metafile contents. the setting will become the active setting regardless of the map metafile contents.
* Note: to set the seed, use "seed", not "fixed_map_seed" * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])` * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
* Same as above, except value is a NoiseParams table. * Same as above, except value is a NoiseParams table.
* `minetest.set_noiseparams(name, noiseparams, set_default)` * `minetest.set_noiseparams(name, noiseparams, set_default)`
@ -2548,8 +2567,6 @@ and `minetest.auth_reload` call the authetification handler.
* `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"` * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
* `minetest.spawn_tree (pos, {treedef})` * `minetest.spawn_tree (pos, {treedef})`
* spawns L-system tree at given `pos` with definition in `treedef` table * spawns L-system tree at given `pos` with definition in `treedef` table
* Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
Often these bugs appear as subtle shadows in water.
* `minetest.transforming_liquid_add(pos)` * `minetest.transforming_liquid_add(pos)`
* add node to liquid update queue * add node to liquid update queue
* `minetest.get_node_max_level(pos)` * `minetest.get_node_max_level(pos)`
@ -2598,7 +2615,7 @@ and `minetest.auth_reload` call the authetification handler.
* `{type="detached", name="creative"}` * `{type="detached", name="creative"}`
* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef` * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks" * callbacks: See "Detached inventory callbacks"
* player_name: Make detached inventory available to one player exclusively, * `player_name`: Make detached inventory available to one player exclusively,
by default they will be sent to every player (even if not used). by default they will be sent to every player (even if not used).
Note that this parameter is mostly just a workaround and will be removed in future releases. Note that this parameter is mostly just a workaround and will be removed in future releases.
* Creates a detached inventory. If it already exists, it is cleared. * Creates a detached inventory. If it already exists, it is cleared.
@ -2614,11 +2631,11 @@ and `minetest.auth_reload` call the authetification handler.
* `formspec`: formspec to display * `formspec`: formspec to display
* `minetest.close_formspec(playername, formname)` * `minetest.close_formspec(playername, formname)`
* `playername`: name of player to close formspec * `playername`: name of player to close formspec
* `formname`: has to exactly match the one given in show_formspec, or the formspec will * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
not close. not close.
* calling show_formspec(playername, formname, "") is equal to this expression * calling `show_formspec(playername, formname, "")` is equal to this expression
* to close a formspec regardless of the formname, call * to close a formspec regardless of the formname, call
minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY! `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
* `minetest.formspec_escape(string)`: returns a string * `minetest.formspec_escape(string)`: returns a string
* escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
* `minetest.explode_table_event(string)`: returns a table * `minetest.explode_table_event(string)`: returns a table
@ -2684,6 +2701,7 @@ and `minetest.auth_reload` call the authetification handler.
* returns indexed table with all registered recipes for query item (node) * returns indexed table with all registered recipes for query item (node)
or `nil` if no recipe was found or `nil` if no recipe was found
* recipe entry table: * recipe entry table:
{ {
method = 'normal' or 'cooking' or 'fuel' method = 'normal' or 'cooking' or 'fuel'
width = 0-3, 0 means shapeless recipe width = 0-3, 0 means shapeless recipe
@ -2691,6 +2709,7 @@ and `minetest.auth_reload` call the authetification handler.
output = string with item name and quantity output = string with item name and quantity
} }
* Example query for `"default:gold_ingot"` will return table: * Example query for `"default:gold_ingot"` will return table:
{ {
[1]={type = "cooking", width = 3, output = "default:gold_ingot", [1]={type = "cooking", width = 3, output = "default:gold_ingot",
items = {1 = "default:gold_lump"}}, items = {1 = "default:gold_lump"}},
@ -2750,7 +2769,7 @@ These functions return the leftover itemstack.
* `parameters` is a sound parameter table * `parameters` is a sound parameter table
* `minetest.sound_stop(handle)` * `minetest.sound_stop(handle)`
* `minetest.sound_fade(handle, step, gain)` * `minetest.sound_fade(handle, step, gain)`
* `handle` is a handle returned by minetest.sound_play * `handle` is a handle returned by `minetest.sound_play`
* `step` determines how fast a sound will fade. * `step` determines how fast a sound will fade.
Negative step will lower the sound volume, positive step will increase the sound volume Negative step will lower the sound volume, positive step will increase the sound volume
* `gain` the target gain for the fade. * `gain` the target gain for the fade.
@ -2795,7 +2814,7 @@ These functions return the leftover itemstack.
minsize, maxsize, minsize, maxsize,
collisiondetection, texture, playername)` collisiondetection, texture, playername)`
* `minetest.delete_particlespawner(id, player)`` * `minetest.delete_particlespawner(id, player)`
* Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`) * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
* If playername is specified, only deletes on the player's client, * If playername is specified, only deletes on the player's client,
* otherwise on all clients * otherwise on all clients
@ -3062,7 +3081,7 @@ Can be obtained via `minetest.get_meta(pos)`.
* `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
This will prevent them from being sent to the client. Note that the "private" This will prevent them from being sent to the client. Note that the "private"
status will only be remembered if an associated key-value pair exists, meaning status will only be remembered if an associated key-value pair exists, meaning
it's best to call this when initializing all other meta (e.g. on_construct). it's best to call this when initializing all other meta (e.g. `on_construct`).
### `ItemStackMetaRef` ### `ItemStackMetaRef`
ItemStack metadata: reference extra data and functionality stored in a stack. ItemStack metadata: reference extra data and functionality stored in a stack.
@ -3087,7 +3106,7 @@ Can be gotten via `minetest.get_node_timer(pos)`.
* set a timer's state * set a timer's state
* `timeout` is in seconds, and supports fractional values (0.1 etc) * `timeout` is in seconds, and supports fractional values (0.1 etc)
* `elapsed` is in seconds, and supports fractional values (0.1 etc) * `elapsed` is in seconds, and supports fractional values (0.1 etc)
* will trigger the node's `on_timer` function after `timeout`-elapsed seconds * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds
* `start(timeout)` * `start(timeout)`
* start a timer * start a timer
* equivalent to `set(timeout,0)` * equivalent to `set(timeout,0)`
@ -3096,7 +3115,7 @@ Can be gotten via `minetest.get_node_timer(pos)`.
* `get_timeout()`: returns current timeout in seconds * `get_timeout()`: returns current timeout in seconds
* if `timeout` equals `0`, timer is inactive * if `timeout` equals `0`, timer is inactive
* `get_elapsed()`: returns current elapsed time in seconds * `get_elapsed()`: returns current elapsed time in seconds
* the node's `on_timer` function will be called after `timeout`-elapsed seconds * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds
* `is_started()`: returns boolean state of timer * `is_started()`: returns boolean state of timer
* returns `true` if timer is started, otherwise `false` * returns `true` if timer is started, otherwise `false`
@ -3107,7 +3126,7 @@ This is basically a reference to a C++ `ServerActiveObject`
#### Methods #### Methods
* `remove()`: remove object (after returning from Lua) * `remove()`: remove object (after returning from Lua)
* Note: Doesn't work on players, use minetest.kick_player instead * Note: Doesn't work on players, use `minetest.kick_player` instead
* `get_pos()`: returns `{x=num, y=num, z=num}` * `get_pos()`: returns `{x=num, y=num, z=num}`
* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}` * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
* `move_to(pos, continuous=false)`: interpolated move * `move_to(pos, continuous=false)`: interpolated move
@ -3126,7 +3145,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `set_armor_groups({group1=rating, group2=rating, ...})` * `set_armor_groups({group1=rating, group2=rating, ...})`
* `get_armor_groups()`: returns a table with the armor group ratings * `get_armor_groups()`: returns a table with the armor group ratings
* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)` * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
* `get_animation()`: returns range, frame_speed, frame_blend and frame_loop * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
* `set_attach(parent, bone, position, rotation)` * `set_attach(parent, bone, position, rotation)`
* `bone`: string * `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative) * `position`: `{x=num, y=num, z=num}` (relative)
@ -3184,12 +3203,12 @@ This is basically a reference to a C++ `ServerActiveObject`
* radians - Angle from looking forward, where positive is downwards. * radians - Angle from looking forward, where positive is downwards.
* `set_look_horizontal(radians)`: sets look yaw * `set_look_horizontal(radians)`: sets look yaw
* radians - Angle from the +z direction, where positive is counter-clockwise. * radians - Angle from the +z direction, where positive is counter-clockwise.
* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
* Angle ranges between -pi/2 and pi/2, which are straight down and up respectively. * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
* Angle is counter-clockwise from the +x direction. * Angle is counter-clockwise from the +x direction.
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
* `get_breath()`: returns players breath * `get_breath()`: returns players breath
* `set_breath(value)`: sets players breath * `set_breath(value)`: sets players breath
* values: * values:
@ -3202,7 +3221,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found. * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
* `set_inventory_formspec(formspec)` * `set_inventory_formspec(formspec)`
* Redefine player's inventory form * Redefine player's inventory form
* Should usually be called in on_joinplayer * Should usually be called in `on_joinplayer`
* `get_inventory_formspec()`: returns a formspec string * `get_inventory_formspec()`: returns a formspec string
* `get_player_control()`: returns table with player pressed keys * `get_player_control()`: returns table with player pressed keys
* `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}` * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
@ -3219,7 +3238,7 @@ This is basically a reference to a C++ `ServerActiveObject`
(default: `false`) (default: `false`)
* `new_move`: use new move/sneak code. When `false` the exact old code * `new_move`: use new move/sneak code. When `false` the exact old code
is used for the specific old sneak behaviour (default: `true`) is used for the specific old sneak behaviour (default: `true`)
* `get_physics_override()`: returns the table given to set_physics_override * `get_physics_override()`: returns the table given to `set_physics_override`
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
number on success number on success
* `hud_remove(id)`: remove the HUD element of the specified id * `hud_remove(id)`: remove the HUD element of the specified id
@ -3274,11 +3293,11 @@ This is basically a reference to a C++ `ServerActiveObject`
{x=189, y=198}, -- < dig animation key frames {x=189, y=198}, -- < dig animation key frames
{x=200, y=219}, -- < walk+dig animation key frames {x=200, y=219}, -- < walk+dig animation key frames
frame_speed=30): -- < animation frame speed frame_speed=30): -- < animation frame speed
* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player * `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 first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`) * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
* `get_eye_offset()`: returns offset_first and offset_third * `get_eye_offset()`: returns `offset_first` and `offset_third`
### `InvRef` ### `InvRef`
An `InvRef` is a reference to an inventory. An `InvRef` is a reference to an inventory.
@ -3411,9 +3430,9 @@ It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
* `next(min, max)`: return next integer random number [`min`...`max`] * `next(min, max)`: return next integer random number [`min`...`max`]
* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`] * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
* This is only a rough approximation of a normal distribution with: * This is only a rough approximation of a normal distribution with:
* mean = (max - min) / 2, and * `mean = (max - min) / 2`, and
* variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials) * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
* Increasing num_trials improves accuracy of the approximation * Increasing `num_trials` improves accuracy of the approximation
### `SecureRandom` ### `SecureRandom`
Interface for the operating system's crypto-secure PRNG. Interface for the operating system's crypto-secure PRNG.
@ -3481,11 +3500,11 @@ destruction callbacks run, and no rollback information is logged.
It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
of high level node placement features, perhaps minetest.set_node() is better suited for the job. of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
In addition, VoxelManip might not be faster, or could even be slower, for your specific use case. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
VoxelManip is most effective when setting very large areas of map at once - for example, if only VoxelManip is most effective when setting very large areas of map at once - for example, if only
setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
using both methods of map manipulation to determine which is most appropriate for your usage. using both methods of map manipulation to determine which is most appropriate for your usage.
#### Using VoxelManip #### Using VoxelManip
@ -3521,10 +3540,10 @@ otherwise explicitly stated.
Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using: Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
`VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'), `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
`VoxelManip:set_light_data()` for node light levels, and `VoxelManip:set_light_data()` for node light levels, and
`VoxelManip:set_param2_data()` for the node type-dependent "param2" values. `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
The parameter to each of the above three functions can use any table at all in the same flat array The parameter to each of the above three functions can use any table at all in the same flat array
format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data(). format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
Once the internal VoxelManip state has been modified to your liking, the changes can be committed back Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
to the map by calling `VoxelManip:write_to_map()`. to the map by calling `VoxelManip:write_to_map()`.
@ -3540,6 +3559,7 @@ Then, for a loaded region of p1..p2, this array ranges from `1` up to and includ
the expression `Nx * Ny * Nz`. the expression `Nx * Ny * Nz`.
Positions offset from p1 are present in the array with the format of: Positions offset from p1 are present in the array with the format of:
``` ```
[ [
(0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0), (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
@ -3571,11 +3591,10 @@ After registration of a node, its Content ID will remain the same throughout exe
Note that the node being queried needs to have already been been registered. Note that the node being queried needs to have already been been registered.
The following builtin node types have their Content IDs defined as constants: The following builtin node types have their Content IDs defined as constants:
```
minetest.CONTENT_UNKNOWN (ID for "unknown" nodes) * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
minetest.CONTENT_AIR (ID for "air" nodes) * `minetest.CONTENT_AIR`: ID for "air" nodes
minetest.CONTENT_IGNORE (ID for "ignore" nodes) * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
```
##### Mapgen VoxelManip objects ##### Mapgen VoxelManip objects
Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the