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Improve doc/lua_api.txt and add minetest.get_item_group(name, group)
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parent
3214daca4c
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251c0c8508
@ -55,11 +55,15 @@ function minetest.hash_node_position(pos)
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return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
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return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
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end
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end
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function minetest.get_node_group(name, group)
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function minetest.get_item_group(name, group)
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if not minetest.registered_nodes[name] or not
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if not minetest.registered_items[name] or not
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minetest.registered_nodes[name].groups[group] then
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minetest.registered_items[name].groups[group] then
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return 0
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return 0
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end
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end
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return minetest.registered_nodes[name].groups[group]
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return minetest.registered_items[name].groups[group]
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end
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function minetest.get_node_group(name, group)
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return minetest.get_item_group(name, group)
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end
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end
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107
doc/lua_api.txt
107
doc/lua_api.txt
@ -25,7 +25,7 @@ If you have any difficulty in understanding this, please read:
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Startup
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Startup
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--------
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--------
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Mods are loaded during server startup from the mod load paths by running
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Mods are loaded during server startup from the mod load paths by running
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the init.lua scripts.
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the init.lua scripts in a shared environment.
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Mod load path
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Mod load path
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-------------
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-------------
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@ -185,6 +185,13 @@ Examples of sound parameter tables:
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loop = true, -- only sounds connected to objects can be looped
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loop = true, -- only sounds connected to objects can be looped
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}
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}
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SimpleSoundSpec:
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eg. ""
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eg. "default_place_node"
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eg. {}
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eg. {name="default_place_node"}
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eg. {name="default_place_node", gain=1.0}
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Nodes
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Nodes
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------
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------
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Nodes are the bulk data of the world: cubes and other things that take the
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Nodes are the bulk data of the world: cubes and other things that take the
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@ -197,7 +204,8 @@ The definition of a node is stored and can be accessed by name in
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Please note that for unknown nodes (eg. a node of an uninstalled mod) the
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Please note that for unknown nodes (eg. a node of an uninstalled mod) the
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minetest.registered_nodes field for the node is nil.
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minetest.registered_nodes field for the node is nil.
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Nodes are passed by value in Lua. They are represented by a table:
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Nodes are passed by value between Lua and the engine.
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They are represented by a table:
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{name="name", param1=num, param2=num}
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{name="name", param1=num, param2=num}
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param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
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param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
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@ -231,29 +239,6 @@ Position/vector:
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Currently the API does not provide any helper functions for addition,
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Currently the API does not provide any helper functions for addition,
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subtraction and whatever; you can define those that you need yourself.
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subtraction and whatever; you can define those that you need yourself.
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stackstring/itemstring: A stack of items in serialized format.
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eg. 'default:dirt 5'
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eg. 'default:pick_wood 21323'
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eg. 'default:apple'
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item: A stack of items in Lua table format.
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eg. {name="default:dirt", count=5, wear=0, metadata=""}
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^ 5 dirt nodes
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eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
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^ a wooden pick about 1/3 weared out
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eg. {name="default:apple", count=1, wear=0, metadata=""}
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^ an apple.
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Any time an item must be passed to a function, it can be an
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ItemStack (see below), an itemstring or a table in the above format.
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SimpleSoundSpec:
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eg. ""
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eg. "default_place_node"
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eg. {}
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eg. {name="default_place_node"}
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eg. {name="default_place_node", gain=1.0}
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Items
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Items
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------
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------
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Node (register_node):
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Node (register_node):
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@ -263,6 +248,28 @@ Tool (register_tool):
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Craftitem (register_craftitem):
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Craftitem (register_craftitem):
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A miscellaneous item
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A miscellaneous item
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Items and item stacks can exist in three formats:
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Serialized; This is called stackstring or itemstring:
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eg. 'default:dirt 5'
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eg. 'default:pick_wood 21323'
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eg. 'default:apple'
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Table format:
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eg. {name="default:dirt", count=5, wear=0, metadata=""}
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^ 5 dirt nodes
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eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
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^ a wooden pick about 1/3 weared out
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eg. {name="default:apple", count=1, wear=0, metadata=""}
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^ an apple.
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ItemStack:
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C++ native format with many helper methods. Useful for converting between
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formats. See the Class reference section for details.
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When an item must be passed to a function, it can usually be in any of
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these formats.
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Groups
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Groups
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-------
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-------
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In a number of places, there is a group table. Groups define the
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In a number of places, there is a group table. Groups define the
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@ -282,6 +289,9 @@ Usage:
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- When not defined, the rating of a group defaults to 0. Thus when you
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- When not defined, the rating of a group defaults to 0. Thus when you
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read groups, you must interpret nil and 0 as the same value, 0.
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read groups, you must interpret nil and 0 as the same value, 0.
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You can read the rating of a group for an item or a node by using
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minetest.get_item_group(itemname, groupname)
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Groups of items
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Groups of items
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----------------
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----------------
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Groups of items can define what kind of an item it is (eg. wool).
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Groups of items can define what kind of an item it is (eg. wool).
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@ -346,7 +356,7 @@ Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
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Can be added to nodes that shouldn't logically be breakable by the
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Can be added to nodes that shouldn't logically be breakable by the
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hand but are. Somewhat similar to dig_immediate, but times are more
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hand but are. Somewhat similar to dig_immediate, but times are more
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like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
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like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
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speed of a tool if the tool can dig at a larger speed than this
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speed of a tool if the tool can dig at a faster speed than this
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suggests for the hand.
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suggests for the hand.
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Examples of custom groups
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Examples of custom groups
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@ -402,9 +412,9 @@ it's useful item. (eg. iron ore to drop a lump of iron).
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Determines how many uses the tool has when it is used for digging a node,
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Determines how many uses the tool has when it is used for digging a node,
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of this group, of the maximum level. For lower leveled nodes, the use count
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of this group, of the maximum level. For lower leveled nodes, the use count
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is multiplied by 3^leveldiff.
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is multiplied by 3^leveldiff.
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- uses=10, leveldiff=0 -> actual_uses=10
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- uses=10, leveldiff=0 -> actual uses: 10
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- uses=10, leveldiff=1 -> actual_uses=30
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- uses=10, leveldiff=1 -> actual uses: 30
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- uses=10, leveldiff=2 -> actual_uses=90
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- uses=10, leveldiff=2 -> actual uses: 90
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**Maximum level**
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**Maximum level**
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Tells what is the maximum level of a node of this group that the tool will
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Tells what is the maximum level of a node of this group that the tool will
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@ -414,7 +424,7 @@ be able to dig.
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List of digging times for different ratings of the group, for nodes of the
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List of digging times for different ratings of the group, for nodes of the
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maximum level.
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maximum level.
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* For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
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* For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
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result the tool to be able to dig nodes that have a rating of 2 or 3
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result in the tool to be able to dig nodes that have a rating of 2 or 3
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for this group, and unable to dig the rating 1, which is the toughest.
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for this group, and unable to dig the rating 1, which is the toughest.
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Unless there is a matching group that enables digging otherwise.
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Unless there is a matching group that enables digging otherwise.
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* For entities, damage equals the amount of nodes dug in the time spent
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* For entities, damage equals the amount of nodes dug in the time spent
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@ -460,7 +470,7 @@ Entity damage mechanism
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Damage calculation:
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Damage calculation:
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- Take the time spent after the last hit
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- Take the time spent after the last hit
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- Limit time to full_punch_interval
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- Limit time to full_punch_interval
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- Take the damage groups, assume a node has them
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- Take the damage groups and imagine a bunch of nodes that have them
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- Damage in HP is the amount of nodes destroyed in this time.
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- Damage in HP is the amount of nodes destroyed in this time.
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Client predicts damage based on damage groups. Because of this, it is able to
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Client predicts damage based on damage groups. Because of this, it is able to
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@ -469,23 +479,24 @@ pre-defined somehow (eg. by defining a sprite animation) (not implemented;
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TODO).
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TODO).
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- Currently a smoke puff will appear when an entity dies.
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- Currently a smoke puff will appear when an entity dies.
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The group **immortal** will completely disable normal damage.
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The group **immortal** completely disables normal damage.
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Entities can define a special armor group, which is **punch_operable**. This
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Entities can define a special armor group, which is **punch_operable**. This
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group will disable the regular damage mechanism for players punching it by hand
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group disables the regular damage mechanism for players punching it by hand or
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or a non-tool item.
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a non-tool item, so that it can do something else than take damage.
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On the Lua side, every punch calls ''entity:on_punch(puncher,
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On the Lua side, every punch calls ''entity:on_punch(puncher,
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time_from_last_punch, tool_capabilities, direction)''. This should never be
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time_from_last_punch, tool_capabilities, direction)''. This should never be
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called directly, because damage is usually not handled by the entity itself.
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called directly, because damage is usually not handled by the entity itself.
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* ''puncher'' is the object performing the punch. Can be nil. Should never be
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* ''puncher'' is the object performing the punch. Can be nil. Should never be
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accessed unless absolutely required.
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accessed unless absolutely required, to encourage interoperability.
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* ''time_from_last_punch'' is time from last punch (by puncher) or nil.
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* ''time_from_last_punch'' is time from last punch (by puncher) or nil.
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* ''tool_capabilities'' can be nil.
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* ''tool_capabilities'' can be nil.
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* ''direction'' is a unit vector, pointing from the source of the punch to
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* ''direction'' is a unit vector, pointing from the source of the punch to
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the punched object.
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the punched object.
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To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''.
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To punch an entity/object in Lua, call ''object:punch(puncher,
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time_from_last_punch, tool_capabilities, direction)''.
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* Return value is tool wear.
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* Return value is tool wear.
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* Parameters are equal to the above callback.
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* Parameters are equal to the above callback.
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* If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
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* If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
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@ -514,7 +525,7 @@ minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
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minetest.is_singleplayer()
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minetest.is_singleplayer()
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minetest.debug(line)
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minetest.debug(line)
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^ Goes to dstream
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^ Always printed to stderr and logfile (print() is redirected here)
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minetest.log(line)
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minetest.log(line)
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minetest.log(loglevel, line)
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minetest.log(loglevel, line)
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^ loglevel one of "error", "action", "info", "verbose"
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^ loglevel one of "error", "action", "info", "verbose"
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@ -527,17 +538,30 @@ minetest.register_tool(name, item definition)
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minetest.register_craftitem(name, item definition)
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minetest.register_craftitem(name, item definition)
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minetest.register_alias(name, convert_to)
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minetest.register_alias(name, convert_to)
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minetest.register_craft(recipe)
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minetest.register_craft(recipe)
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Global callback registration functions: (Call these only at load time)
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minetest.register_globalstep(func(dtime))
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minetest.register_globalstep(func(dtime))
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^ Called every server step, usually interval of 0.05s
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minetest.register_on_placenode(func(pos, newnode, placer))
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minetest.register_on_placenode(func(pos, newnode, placer))
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^ Called when a node has been placed
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minetest.register_on_dignode(func(pos, oldnode, digger))
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minetest.register_on_dignode(func(pos, oldnode, digger))
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^ Called when a node has been dug. digger can be nil.
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minetest.register_on_punchnode(func(pos, node, puncher))
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minetest.register_on_punchnode(func(pos, node, puncher))
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^ Called when a node is punched
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minetest.register_on_generated(func(minp, maxp, blockseed))
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minetest.register_on_generated(func(minp, maxp, blockseed))
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^ Called after generating a piece of world. Modifying nodes inside the area
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is a bit faster than usually.
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minetest.register_on_newplayer(func(ObjectRef))
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minetest.register_on_newplayer(func(ObjectRef))
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^ Called after a new player has been created
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minetest.register_on_dieplayer(func(ObjectRef))
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minetest.register_on_dieplayer(func(ObjectRef))
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^ Called when a player dies
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minetest.register_on_respawnplayer(func(ObjectRef))
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minetest.register_on_respawnplayer(func(ObjectRef))
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^ Called when player is to be respawned
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^ Called _before_ repositioning of player occurs
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^ return true in func to disable regular player placement
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^ return true in func to disable regular player placement
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^ currently called _before_ repositioning of player occurs
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minetest.register_on_chat_message(func(name, message))
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minetest.register_on_chat_message(func(name, message))
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Other registration functions:
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minetest.register_chatcommand(cmd, chatcommand definition)
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minetest.register_chatcommand(cmd, chatcommand definition)
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minetest.register_privilege(name, definition)
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minetest.register_privilege(name, definition)
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^ definition: "description text"
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^ definition: "description text"
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@ -628,11 +652,14 @@ Random:
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minetest.get_connected_players() -> list of ObjectRefs
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minetest.get_connected_players() -> list of ObjectRefs
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minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
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minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
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^ Gives a unique hash number for a node position (16+16+16=48bit)
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^ Gives a unique hash number for a node position (16+16+16=48bit)
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minetest.get_item_group(name, group) -> rating
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^ Get rating of a group of an item. (0 = not in group)
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minetest.get_node_group(name, group) -> rating
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minetest.get_node_group(name, group) -> rating
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^ Get rating of a group of a node. (0 = not in group)
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^ Deprecated: An alias for the former.
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Global objects:
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Global objects:
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minetest.env - environment reference
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minetest.env - EnvRef of the server environment and world.
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^ Using this you can access nodes and entities
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Global tables:
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Global tables:
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minetest.registered_items
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minetest.registered_items
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