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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.
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doc/lua_api.txt
175
doc/lua_api.txt
@ -186,7 +186,11 @@ Naming convention for registered textual names
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----------------------------------------------
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Registered names should generally be in this format:
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"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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`modname:<whatever>`
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`<whatever>` can have these characters:
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a-zA-Z0-9_
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This is to prevent conflicting names from corrupting maps and is
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enforced by the mod loader.
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@ -209,7 +213,7 @@ The `:` prefix can also be used for maintaining backwards compatibility.
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### Aliases
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Aliases can be added by using `minetest.register_alias(name, convert_to)` or
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`minetest.register_alias_force(name, convert_to).
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`minetest.register_alias_force(name, convert_to)`.
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This will make Minetest to convert things called name to things called
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`convert_to`.
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@ -309,10 +313,10 @@ Example:
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default_sandstone.png^[resize:16x16
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#### `[opacity:<r>`
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Makes the base image transparent according to the given ratio.
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r must be between 0 and 255.
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0 means totally transparent.
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255 means totally opaque.
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Makes the base image transparent according to the given ratio.
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`r` must be between 0 and 255.
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0 means totally transparent. 255 means totally opaque.
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Example:
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@ -676,7 +680,7 @@ the global `minetest.registered_*` tables.
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* `minetest.unregister_item(name)`
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* Unregisters the item name from engine, and deletes the entry with key
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* `name` from `minetest.registered_items` and from the associated item
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* table according to its nature: minetest.registered_nodes[] etc
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* table according to its nature: `minetest.registered_nodes[]` etc
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* `minetest.register_biome(biome definition)`
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* returns an integer uniquely identifying the registered biome
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@ -754,9 +758,9 @@ They are represented by a table:
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{name="name", param1=num, param2=num}
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`param1` and `param2` are 8-bit integers. The engine uses them for certain
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automated functions. If you don't use these functions, you can use them to
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store arbitrary values.
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`param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
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them for certain automated functions. If you don't use these functions, you can
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use them to store arbitrary values.
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The functions of `param1` and `param2` are determined by certain fields in the
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node definition:
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@ -825,15 +829,6 @@ node definition:
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^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
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param2 defines 64 levels of internal liquid.
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Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
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collision_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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},
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^ defines list of collision boxes for the node. If empty, collision boxes
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will be the same as nodeboxes, in case of any other nodes will be full cube
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as in the example above.
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Nodes can also contain extra data. See "Node Metadata".
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@ -984,6 +979,7 @@ If no flags are specified (or defaults is), 2D noise is eased and 3D noise is no
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Accumulates the absolute value of each noise gradient result.
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Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
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np_terrain = {
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offset = 0,
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scale = 1,
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@ -1067,14 +1063,15 @@ to small changes. The following is a decent set of parameters to work from:
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},
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noise_threshold = 1.6
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WARNING: Use this ore type *very* sparingly since it is ~200x more
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**WARNING**: Use this ore type *very* sparingly since it is ~200x more
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computationally expensive than any other ore.
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Ore attributes
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--------------
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See section "Flag Specifier Format".
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Currently supported flags: `absheight`
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Currently supported flags:
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`absheight`, `puff_cliffs`, `puff_additive_composition`.
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### `absheight`
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Also produce this same ore between the height range of `-y_max` and `-y_min`.
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@ -1130,6 +1127,7 @@ in the form of a table. This table specifies the following fields:
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previous contents (default: false)
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About probability values:
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* A probability value of `0` or `1` means that node will never appear (0% chance).
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* A probability value of `254` or `255` means the node will always appear (100% chance).
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* If the probability value `p` is greater than `1`, then there is a
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@ -1284,16 +1282,32 @@ There are three kinds of items: nodes, tools and craftitems.
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things according to `tool_capabilities`.
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* Craftitem (`register_craftitem`): A miscellaneous item.
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### Amount and wear
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All item stacks have an amount between 0 to 65535. It is 1 by
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default. Tool item stacks can not have an amount greater than 1.
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Tools use a wear (=damage) value ranging from 0 to 65535. The
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value 0 is the default and used is for unworn tools. The values
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1 to 65535 are used for worn tools, where a higher value stands for
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a higher wear. Non-tools always have a wear value of 0.
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### Item formats
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Items and item stacks can exist in three formats: Serializes, table format
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and `ItemStack`.
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#### Serialized
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This is called "stackstring" or "itemstring":
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This is called "stackstring" or "itemstring". It is a simple string with
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1-3 components: the full item identifier, an optional amount and an optional
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wear value. Syntax:
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* e.g. `'default:dirt 5'`
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* e.g. `'default:pick_wood 21323'`
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* e.g. `'default:apple'`
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<identifier> [<amount>[ <wear>]]
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Examples:
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* `'default:apple'`: 1 apple
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* `'default:dirt 5'`: 5 dirt
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* `'default:pick_stone'`: a new stone pickaxe
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* `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
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#### Table format
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Examples:
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@ -1387,6 +1401,9 @@ Another example: Make red wool from white wool and red dye:
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### Special groups
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* `immortal`: Disables the group damage system for an entity
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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* `level`: Can be used to give an additional sense of progression in the game.
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* A larger level will cause e.g. a weapon of a lower level make much less
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damage, and get worn out much faster, or not be able to get drops
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@ -1425,6 +1442,7 @@ Another example: Make red wool from white wool and red dye:
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### Examples of custom groups
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Item groups are often used for defining, well, _groups of items_.
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* `meat`: any meat-kind of a thing (rating might define the size or healing
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ability or be irrelevant -- it is not defined as of yet)
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* `eatable`: anything that can be eaten. Rating might define HP gain in half
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@ -1645,7 +1663,7 @@ Item metadata only contains a key-value store.
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Some of the values in the key-value store are handled specially:
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* `description`: Set the itemstack's description. Defaults to idef.description
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* `description`: Set the item stack's description. Defaults to `idef.description`
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* `color`: A `ColorString`, which sets the stack's color.
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* `palette_index`: If the item has a palette, this is used to get the
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current color from the palette.
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@ -1707,7 +1725,7 @@ examples.
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#### `container[<X>,<Y>]`
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* Start of a container block, moves all physical elements in the container by (X, Y)
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* Must have matching container_end
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* Must have matching `container_end`
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* Containers can be nested, in which case the offsets are added
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(child containers are relative to parent containers)
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@ -1792,7 +1810,7 @@ examples.
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#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* Textual field; will be sent to server when a button is clicked
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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* When enter is pressed in field, `fields.key_enter_field` will be sent with the name
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of this field.
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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@ -1804,16 +1822,16 @@ examples.
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* `default` may contain variable references such as `${text}'` which
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will fill the value from the metadata value `text`
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* **Note**: no extra text or more than a single variable is supported ATM.
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* See field_close_on_enter to stop enter closing the formspec
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* See `field_close_on_enter` to stop enter closing the formspec
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#### `field[<name>;<label>;<default>]`
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* As above, but without position/size units
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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* When enter is pressed in field, `fields.key_enter_field` will be sent with the name
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of this field.
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* Special field for creating simple forms, such as sign text input
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* Must be used without a `size[]` element
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* A "Proceed" button will be added automatically
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* See field_close_on_enter to stop enter closing the formspec
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* See `field_close_on_enter` to stop enter closing the formspec
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#### `field_close_on_enter[<name>;<close_on_enter>]`
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* <name> is the name of the field
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@ -2033,6 +2051,7 @@ Escape sequences
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Most text can contain escape sequences, that can for example color the text.
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There are a few exceptions: tab headers, dropdowns and vertical labels can't.
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The following functions provide escape sequences:
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* `minetest.get_color_escape_sequence(color)`:
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* `color` is a ColorString
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* The escape sequence sets the text color to `color`
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@ -2127,6 +2146,7 @@ Helper functions
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* Useful for storing custom data
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* `minetest.is_singleplayer()`
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* `minetest.features`: Table containing API feature flags
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{
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glasslike_framed = true,
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nodebox_as_selectionbox = true,
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@ -2149,8 +2169,8 @@ Helper functions
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* `arg`: string or table in format `{foo=true, bar=true}`
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* `missing_features`: `{foo=true, bar=true}`
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* `minetest.get_player_information(player_name)`:
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* Returns a table containing information about a player
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Example return value:
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* Returns a table containing information about a player. Example return value:
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{
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address = "127.0.0.1", -- IP address of client
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ip_version = 4, -- IPv4 / IPv6
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@ -2162,7 +2182,6 @@ Helper functions
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avg_jitter = 0.03, -- average packet time jitter
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connection_uptime = 200, -- seconds since client connected
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prot_vers = 31, -- protocol version used by client
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-- following information is available on debug build only!!!
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-- DO NOT USE IN MODS
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--ser_vers = 26, -- serialization version used by client
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@ -2218,7 +2237,7 @@ Call these functions only at load time!
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* Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
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syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
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* If no erase candidate could be found, Lua exception will be thrown.
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* Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
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* **Warning**! The type field ("shaped","cooking" or any other) will be ignored if the recipe
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contains output. Erasing is then done independently from the crafting method.
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* `minetest.register_ore(ore definition)`
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* `minetest.register_biome(biome definition)`
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@ -2273,7 +2292,7 @@ Call these functions only at load time!
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* Called when the player gets damaged or healed
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* `player`: ObjectRef of the player
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* `hp_change`: the amount of change. Negative when it is damage.
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* `modifier`: when true, the function should return the actual hp_change.
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* `modifier`: when true, the function should return the actual `hp_change`.
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Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
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modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final hp change calculated by the modifiers.
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@ -2327,16 +2346,16 @@ Call these functions only at load time!
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### Other registration functions
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* `minetest.register_chatcommand(cmd, chatcommand definition)`
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* Adds definition to minetest.registered_chatcommands
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* Adds definition to `minetest.registered_chatcommands`
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* `minetest.override_chatcommand(name, redefinition)`
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* Overrides fields of a chatcommand registered with register_chatcommand.
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* Overrides fields of a chatcommand registered with `register_chatcommand`.
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* `minetest.unregister_chatcommand(name)`
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* Unregisters a chatcommands registered with register_chatcommand.
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* Unregisters a chatcommands registered with `register_chatcommand`.
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* `minetest.register_privilege(name, definition)`
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* `definition`: `"description text"`
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* `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
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the default of `give_to_singleplayer` is true
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* To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
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* To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
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* `minetest.register_authentication_handler(handler)`
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* See `minetest.builtin_auth_handler` in `builtin.lua` for reference
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@ -2364,7 +2383,7 @@ Call these functions only at load time!
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* on comparing the password hash in the database with the password hash
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* from the function, with an externally provided password, as the hash
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* in the db might use the new SRP verifier format.
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* For this purpose, use minetest.check_password_entry instead.
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* For this purpose, use `minetest.check_password_entry` instead.
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* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
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* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
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* Convert between two privilege representations
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@ -2460,7 +2479,7 @@ and `minetest.auth_reload` call the authetification handler.
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* `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
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`cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
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* The second parameter is a list of IDS of decorations which notification is requested for
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* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
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* `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
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* `minetest.get_mapgen_object(objectname)`
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* Return requested mapgen object if available (see "Mapgen objects")
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* `minetest.get_biome_id(biome_name)`
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@ -2468,9 +2487,9 @@ and `minetest.auth_reload` call the authetification handler.
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given biome_name string.
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* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
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`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
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* Deprecated: use minetest.get_mapgen_setting(name) instead
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* Deprecated: use `minetest.get_mapgen_setting(name)` instead
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* `minetest.set_mapgen_params(MapgenParams)`
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* Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
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* Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
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* Set map generation parameters
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* Function cannot be called after the registration period; only initialization
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and `on_mapgen_init`
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@ -2495,7 +2514,7 @@ and `minetest.auth_reload` call the authetification handler.
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is not already present in map_meta.txt.
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* `override_meta` is an optional boolean (default: `false`). If this is set to true,
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the setting will become the active setting regardless of the map metafile contents.
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* Note: to set the seed, use "seed", not "fixed_map_seed"
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* Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
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* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
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* Same as above, except value is a NoiseParams table.
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* `minetest.set_noiseparams(name, noiseparams, set_default)`
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@ -2548,8 +2567,6 @@ and `minetest.auth_reload` call the authetification handler.
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* `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
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* `minetest.spawn_tree (pos, {treedef})`
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* spawns L-system tree at given `pos` with definition in `treedef` table
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* Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
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Often these bugs appear as subtle shadows in water.
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* `minetest.transforming_liquid_add(pos)`
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* add node to liquid update queue
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* `minetest.get_node_max_level(pos)`
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@ -2598,7 +2615,7 @@ and `minetest.auth_reload` call the authetification handler.
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* `{type="detached", name="creative"}`
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* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
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* callbacks: See "Detached inventory callbacks"
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* player_name: Make detached inventory available to one player exclusively,
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* `player_name`: Make detached inventory available to one player exclusively,
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by default they will be sent to every player (even if not used).
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Note that this parameter is mostly just a workaround and will be removed in future releases.
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* Creates a detached inventory. If it already exists, it is cleared.
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@ -2614,11 +2631,11 @@ and `minetest.auth_reload` call the authetification handler.
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* `formspec`: formspec to display
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* `minetest.close_formspec(playername, formname)`
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* `playername`: name of player to close formspec
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* `formname`: has to exactly match the one given in show_formspec, or the formspec will
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* `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
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not close.
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* calling show_formspec(playername, formname, "") is equal to this expression
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* calling `show_formspec(playername, formname, "")` is equal to this expression
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* to close a formspec regardless of the formname, call
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minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
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`minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
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* `minetest.formspec_escape(string)`: returns a string
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* escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
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* `minetest.explode_table_event(string)`: returns a table
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@ -2684,6 +2701,7 @@ and `minetest.auth_reload` call the authetification handler.
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* returns indexed table with all registered recipes for query item (node)
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or `nil` if no recipe was found
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* recipe entry table:
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{
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method = 'normal' or 'cooking' or 'fuel'
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width = 0-3, 0 means shapeless recipe
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@ -2691,6 +2709,7 @@ and `minetest.auth_reload` call the authetification handler.
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output = string with item name and quantity
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}
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* Example query for `"default:gold_ingot"` will return table:
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{
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||||
[1]={type = "cooking", width = 3, output = "default:gold_ingot",
|
||||
items = {1 = "default:gold_lump"}},
|
||||
@ -2750,7 +2769,7 @@ These functions return the leftover itemstack.
|
||||
* `parameters` is a sound parameter table
|
||||
* `minetest.sound_stop(handle)`
|
||||
* `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.
|
||||
Negative step will lower the sound volume, positive step will increase the sound volume
|
||||
* `gain` the target gain for the fade.
|
||||
@ -2795,7 +2814,7 @@ These functions return the leftover itemstack.
|
||||
minsize, maxsize,
|
||||
collisiondetection, texture, playername)`
|
||||
|
||||
* `minetest.delete_particlespawner(id, player)``
|
||||
* `minetest.delete_particlespawner(id, player)`
|
||||
* Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
|
||||
* If playername is specified, only deletes on the player's client,
|
||||
* 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
|
||||
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
|
||||
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`
|
||||
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
|
||||
* `timeout` 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 a timer
|
||||
* 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
|
||||
* if `timeout` equals `0`, timer is inactive
|
||||
* `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
|
||||
* returns `true` if timer is started, otherwise `false`
|
||||
|
||||
@ -3107,7 +3126,7 @@ This is basically a reference to a C++ `ServerActiveObject`
|
||||
|
||||
#### Methods
|
||||
* `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}`
|
||||
* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
|
||||
* `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, ...})`
|
||||
* `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)`
|
||||
* `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)`
|
||||
* `bone`: string
|
||||
* `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.
|
||||
* `set_look_horizontal(radians)`: sets look yaw
|
||||
* 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.
|
||||
* `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.
|
||||
* `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_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
|
||||
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
|
||||
* `get_breath()`: returns players breath
|
||||
* `set_breath(value)`: sets players breath
|
||||
* 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.
|
||||
* `set_inventory_formspec(formspec)`
|
||||
* 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_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}`
|
||||
@ -3219,7 +3238,7 @@ This is basically a reference to a C++ `ServerActiveObject`
|
||||
(default: `false`)
|
||||
* `new_move`: use new move/sneak code. When `false` the exact old code
|
||||
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
|
||||
number on success
|
||||
* `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=200, y=219}, -- < walk+dig animation key frames
|
||||
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
|
||||
* in first person view
|
||||
* 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`
|
||||
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`]
|
||||
* `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:
|
||||
* mean = (max - min) / 2, and
|
||||
* variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
|
||||
* Increasing num_trials improves accuracy of the approximation
|
||||
* `mean = (max - min) / 2`, and
|
||||
* `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
|
||||
* Increasing `num_trials` improves accuracy of the approximation
|
||||
|
||||
### `SecureRandom`
|
||||
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.
|
||||
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.
|
||||
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 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:
|
||||
`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_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
|
||||
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
|
||||
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`.
|
||||
|
||||
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),
|
||||
@ -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.
|
||||
|
||||
The following builtin node types have their Content IDs defined as constants:
|
||||
```
|
||||
minetest.CONTENT_UNKNOWN (ID for "unknown" nodes)
|
||||
minetest.CONTENT_AIR (ID for "air" nodes)
|
||||
minetest.CONTENT_IGNORE (ID for "ignore" nodes)
|
||||
```
|
||||
|
||||
* `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
|
||||
* `minetest.CONTENT_AIR`: ID for "air" nodes
|
||||
* `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
|
||||
|
||||
##### Mapgen VoxelManip objects
|
||||
Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
|
||||
|
Loading…
Reference in New Issue
Block a user