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Use Lua code blocks in lua_api.md
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@ -170,26 +170,28 @@ from the available ones of the following files:
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Examples of sound parameter tables:
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-- Play locationless
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{
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```lua
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-- Play locationless
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{
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gain = 1.0, -- default
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}
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-- Play locationless, looped
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{
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}
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-- Play locationless, looped
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{
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gain = 1.0, -- default
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loop = true,
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}
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-- Play in a location
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{
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}
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-- Play in a location
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{
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pos = {x = 1, y = 2, z = 3},
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gain = 1.0, -- default
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}
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-- Play connected to an object, looped
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{
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}
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-- Play connected to an object, looped
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{
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object = <an ObjectRef>,
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gain = 1.0, -- default
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loop = true,
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}
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}
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```
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Looped sounds must either be connected to an object or played locationless.
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@ -205,7 +207,9 @@ Representations of simple things
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### Position/vector
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{x=num, y=num, z=num}
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```lua
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{x=num, y=num, z=num}
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```
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For helper functions see "Vector helpers".
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@ -231,19 +235,27 @@ is present, mapped to a boolean of any value, the specified flag is unset.
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E.g. A flag field of value
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{place_center_x = true, place_center_y=false, place_center_z=true}
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```lua
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{place_center_x = true, place_center_y=false, place_center_z=true}
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```
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is equivalent to
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{place_center_x = true, noplace_center_y=true, place_center_z=true}
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```lua
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{place_center_x = true, noplace_center_y=true, place_center_z=true}
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```
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which is equivalent to
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"place_center_x, noplace_center_y, place_center_z"
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```lua
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"place_center_x, noplace_center_y, place_center_z"
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```
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or even
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"place_center_x, place_center_z"
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```lua
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"place_center_x, place_center_z"
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```
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since, by default, no schematic attributes are set.
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@ -996,14 +1008,14 @@ Please do not try to access the reference until the camera is initialized, other
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* `get_fov()`
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* Returns a table with X, Y, maximum and actual FOV in degrees:
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```lua
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```lua
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{
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x = number,
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y = number,
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max = number,
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actual = number
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}
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```
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```
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* `get_pos()`
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* Returns position of camera with view bobbing
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@ -1053,7 +1065,7 @@ Methods:
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* `get_physics_override()`
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* returns:
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```lua
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```lua
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{
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speed = float,
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jump = float,
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@ -1062,7 +1074,7 @@ Methods:
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sneak_glitch = boolean,
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new_move = boolean,
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}
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```
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```
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* `get_override_pos()`
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* returns override position
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@ -1075,18 +1087,18 @@ Methods:
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* `get_movement_acceleration()`
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* returns acceleration of the player in different environments:
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```lua
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```lua
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{
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fast = float,
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air = float,
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default = float,
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}
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```
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```
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* `get_movement_speed()`
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* returns player's speed in different environments:
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```lua
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```lua
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{
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walk = float,
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jump = float,
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@ -1094,19 +1106,19 @@ Methods:
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fast = float,
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climb = float,
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}
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```
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```
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* `get_movement()`
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* returns player's movement in different environments:
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```lua
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```lua
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{
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liquid_fluidity = float,
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liquid_sink = float,
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liquid_fluidity_smooth = float,
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gravity = float,
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}
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```
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```
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* `get_last_look_horizontal()`:
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* returns last look horizontal angle
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@ -1115,7 +1127,7 @@ Methods:
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* `get_control()`:
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* returns pressed player controls
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```lua
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```lua
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{
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up = boolean,
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down = boolean,
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@ -1128,7 +1140,7 @@ Methods:
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dig = boolean,
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place = boolean,
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}
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```
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```
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* `get_armor_groups()`
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* returns a table with the armor group ratings
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@ -1176,10 +1188,12 @@ Can be obtained via `minetest.get_meta(pos)`.
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A raycast on the map. It works with selection boxes.
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Can be used as an iterator in a for loop as:
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local ray = Raycast(...)
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for pointed_thing in ray do
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```lua
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local ray = Raycast(...)
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for pointed_thing in ray do
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...
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end
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end
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```
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The map is loaded as the ray advances. If the map is modified after the
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`Raycast` is created, the changes may or may not have an effect on the object.
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@ -1207,7 +1221,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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#### Node Definition
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```lua
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{
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{
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has_on_construct = bool, -- Whether the node has the on_construct callback defined
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has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
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has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
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@ -1263,13 +1277,13 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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legacy_facedir_simple = bool, -- Whether to use old facedir
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legacy_wallmounted = bool -- Whether to use old wallmounted
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move_resistance = <number>, -- How slow players can move through the node *May not exist*
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}
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}
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```
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#### Item Definition
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```lua
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{
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{
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name = string, -- Name of the item e.g. "default:stone"
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description = string, -- Description of the item e.g. "Stone"
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type = string, -- Item type: "none", "node", "craftitem", "tool"
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@ -1286,18 +1300,21 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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sound_place = SimpleSoundSpec, -- Sound played when placed
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sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
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node_placement_prediction = string -- Node placed in client until server catches up
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}
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}
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```
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-----------------
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### Chat command definition (`register_chatcommand`)
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{
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```lua
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{
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params = "<name> <privilege>", -- Short parameter description
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description = "Remove privilege from player", -- Full description
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func = function(param), -- Called when command is run.
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-- Returns boolean success and text output.
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}
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}
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```
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### Server info
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```lua
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{
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@ -1309,29 +1326,30 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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```
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### HUD Definition (`hud_add`, `hud_get`)
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```lua
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{
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{
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hud_elem_type = "image", -- see HUD element types, default "text"
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-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
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-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
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position = {x=0.5, y=0.5},
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-- ^ Left corner position of element, default `{x=0,y=0}`.
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-- ^ Left corner position of element, default `{x=0,y=0}`.
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name = "<name>", -- default ""
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scale = {x=2, y=2}, -- default {x=0,y=0}
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text = "<text>", -- default ""
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number = 2, -- default 0
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item = 3, -- default 0
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-- ^ Selected item in inventory. 0 for no item selected.
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-- ^ Selected item in inventory. 0 for no item selected.
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direction = 0, -- default 0
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-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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alignment = {x=0, y=0}, -- default {x=0, y=0}
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-- ^ See "HUD Element Types"
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-- ^ See "HUD Element Types"
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offset = {x=0, y=0}, -- default {x=0, y=0}
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-- ^ See "HUD Element Types"
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-- ^ See "HUD Element Types"
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size = { x=100, y=100 }, -- default {x=0, y=0}
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-- ^ Size of element in pixels
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-- ^ Size of element in pixels
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style = 0,
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-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
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}
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-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
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}
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```
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Escape sequences
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@ -1478,7 +1496,8 @@ Same as `image`, but does not accept a `position`; the position is instead deter
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### Particle definition (`add_particle`)
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{
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```lua
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{
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pos = {x=0, y=0, z=0},
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velocity = {x=0, y=0, z=0},
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acceleration = {x=0, y=0, z=0},
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@ -1499,11 +1518,13 @@ Same as `image`, but does not accept a `position`; the position is instead deter
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-- ^ optional, specifies how to animate the particle texture
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glow = 0
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-- ^ optional, specify particle self-luminescence in darkness
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}
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}
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```
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### `ParticleSpawner` definition (`add_particlespawner`)
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{
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```lua
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{
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amount = 1,
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time = 1,
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-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
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@ -1529,4 +1550,5 @@ Same as `image`, but does not accept a `position`; the position is instead deter
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-- ^ vertical: if true faces player using y axis only
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texture = "image.png",
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-- ^ Uses texture (string)
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}
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}
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```
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562
doc/lua_api.md
562
doc/lua_api.md
File diff suppressed because it is too large
Load Diff
@ -22,14 +22,16 @@ Gamedata
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The "gamedata" table is read when calling `core.start()`. It should contain:
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{
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```lua
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{
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playername = <name>,
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password = <password>,
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address = <IP/address>,
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port = <port>,
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selected_world = <index>, -- 0 for client mode
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singleplayer = <true/false>,
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}
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}
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```
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Functions
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@ -116,7 +118,8 @@ HTTP Requests
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Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
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{
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```lua
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{
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url = "http://example.org",
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timeout = 10,
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@ -140,14 +143,16 @@ Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
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multipart = boolean
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-- Optional, if true performs a multipart HTTP request.
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-- Default is false.
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}
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}
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```
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### `HTTPRequestResult` definition
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Passed to `HTTPApiTable.fetch` callback. Returned by
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`HTTPApiTable.fetch_async_get`.
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{
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```lua
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{
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completed = true,
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-- If true, the request has finished (either succeeded, failed or timed
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-- out)
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@ -162,7 +167,8 @@ Passed to `HTTPApiTable.fetch` callback. Returned by
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-- HTTP status code
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data = "response"
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}
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}
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```
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Formspec
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@ -209,6 +215,7 @@ GUI
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* name of current renderer, e.g. "OpenGL 4.6"
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* `core.get_window_info()`: Same as server-side `get_player_window_information` API.
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```lua
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-- Note that none of these things are constant, they are likely to change
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-- as the player resizes the window and moves it between monitors
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--
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@ -241,6 +248,7 @@ GUI
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-- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
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real_hud_scaling = 1,
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}
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```
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@ -262,7 +270,7 @@ Package - content which is downloadable from the content db, may or may not be i
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Ex:
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```
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```lua
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{
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mods = "/home/user/.minetest/mods",
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share = "/usr/share/minetest/mods",
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@ -281,7 +289,7 @@ Package - content which is downloadable from the content db, may or may not be i
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* `core.get_games()` -> table of all games (possible in async calls)
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* `name` in return value is deprecated, use `title` instead.
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* returns a table (ipairs) with values:
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```lua
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{
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id = <id>,
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path = <full path to game>,
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@ -289,12 +297,13 @@ Package - content which is downloadable from the content db, may or may not be i
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title = <title of game>,
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menuicon_path = <full path to menuicon>,
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author = "author",
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DEPRECATED:
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--DEPRECATED:
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addon_mods_paths = {[1] = <path>,},
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}
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```
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* `core.get_content_info(path)`
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* returns
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```lua
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{
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name = "technical_id",
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type = "mod" or "modpack" or "game" or "txp",
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@ -305,18 +314,20 @@ Package - content which is downloadable from the content db, may or may not be i
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depends = {"mod", "names"}, -- mods only
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optional_depends = {"mod", "names"}, -- mods only
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}
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```
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* `core.check_mod_configuration(world_path, mod_paths)`
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* Checks whether configuration is valid.
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* `world_path`: path to the world
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* `mod_paths`: list of enabled mod paths
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* returns:
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```lua
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{
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is_consistent = true, -- true is consistent, false otherwise
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unsatisfied_mods = {}, -- list of mod specs
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satisfied_mods = {}, -- list of mod specs
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error_message = "", -- message or nil
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}
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```
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Logging
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-------
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@ -346,7 +357,7 @@ Worlds
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* `core.get_worlds()` -> list of worlds (possible in async calls)
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* returns
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```lua
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{
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[1] = {
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path = <full path to world>,
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@ -354,6 +365,7 @@ Worlds
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gameid = <gameid of world>,
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},
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}
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```
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* `core.create_world(worldname, gameid, init_settings)`
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* `core.delete_world(index)`
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