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814 lines
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814 lines
28 KiB
Plaintext
Minetest Lua Modding API Reference 0.4.dev
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==========================================
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More information at http://c55.me/minetest/
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Introduction
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-------------
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Content and functionality can be added to Minetest 0.4 by using Lua
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scripting in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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things that is loaded by and interfaces with Minetest.
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Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API. You can send such improvements as
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source code patches to <celeron55@gmail.com>.
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Programming in Lua
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-------------------
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If you have any difficulty in understanding this, please read:
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http://www.lua.org/pil/
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Startup
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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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the init.lua scripts.
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Mod load path
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-------------
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Generic:
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$path_share/games/gameid/mods/
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$path_share/mods/gameid/
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$path_user/games/gameid/mods/
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$path_user/mods/gameid/ <-- User-installed mods
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$worldpath/worldmods/
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In a run-in-place version (eg. the distributed windows version):
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minetest-0.4.x/games/gameid/mods/
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minetest-0.4.x/mods/gameid/ <-- User-installed mods
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minetest-0.4.x/worlds/worldname/worldmods/
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On an installed version on linux:
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/usr/share/minetest/games/gameid/mods/
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~/.minetest/mods/gameid/ <-- User-installed mods
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~/.minetest/worlds/worldname/worldmods
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Mod directory structure
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------------------------
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mods
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|-- modname
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| |-- depends.txt
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| |-- init.lua
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| |-- textures
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| | |-- modname_stuff.png
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| | `-- modname_something_else.png
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| |-- sounds
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| |-- media
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| `-- <custom data>
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`-- another
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modname:
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The location of this directory can be fetched by using
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minetest.get_modpath(modname)
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depends.txt:
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List of mods that have to be loaded before loading this mod.
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A single line contains a single modname.
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init.lua:
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The main Lua script. Running this script should register everything it
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wants to register. Subsequent execution depends on minetest calling the
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registered callbacks.
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minetest.setting_get(name) and minetest.setting_getbool(name) can be used
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to read custom or existing settings at load time, if necessary.
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textures, sounds, media:
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod.
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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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This is to prevent conflicting names from corrupting maps and is
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enforced by the mod loader.
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Example: mod "experimental", ideal item/node/entity name "tnt":
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-> the name should be "experimental:tnt".
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Enforcement can be overridden by prefixing the name with ":". This can
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be used for overriding the registrations of some other mod.
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Example: Any mod can redefine experimental:tnt by using the name
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":experimental:tnt" when registering it.
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(also that mod is required to have "experimental" as a dependency)
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The ":" prefix can also be used for maintaining backwards compatibility.
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Aliases
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-------
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Aliases can be added by using minetest.register_alias(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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This can be used for maintaining backwards compatibility.
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This can be also used for setting quick access names for things, eg. if
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you have an item called epiclylongmodname:stuff, you could do
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minetest.register_alias("stuff", "epiclylongmodname:stuff")
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and be able to use "/giveme stuff".
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Textures
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--------
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Mods should generally prefix their textures with modname_, eg. given
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the mod name "foomod", a texture could be called
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"foomod_foothing.png"
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Textures are referred to by their complete name, or alternatively by
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stripping out the file extension:
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eg. foomod_foothing.png
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eg. foomod_foothing
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Sounds
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-------
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Only OGG files are supported.
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For positional playing of sounds, only single-channel (mono) files are
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supported. Otherwise OpenAL will play them non-positionally.
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Mods should generally prefix their sounds with modname_, eg. given
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the mod name "foomod", a sound could be called
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"foomod_foosound.ogg"
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Sounds are referred to by their name with a dot, a single digit and the
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file extension stripped out. When a sound is played, the actual sound file
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is chosen randomly from the matching sounds.
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When playing the sound "foomod_foosound", the sound is chosen randomly
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from the available ones of the following files:
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foomod_foosound.ogg
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foomod_foosound.0.ogg
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foomod_foosound.1.ogg
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...
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foomod_foosound.9.ogg
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Examples of sound parameter tables:
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-- Play locationless on all clients
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{
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gain = 1.0, -- default
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}
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-- Play locationless to a player
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{
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to_player = name,
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gain = 1.0, -- default
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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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max_hear_distance = 32, -- default
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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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max_hear_distance = 32, -- default
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loop = true, -- only sounds connected to objects can be looped
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}
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Representations of simple things
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--------------------------------
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MapNode representation:
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{name="name", param1=num, param2=num}
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MapNodes do not directly have any other data associated with them.
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If you want to access the definition of the node, you access
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minetest.registered_nodes[node.name]
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param1 and param2 are 8 bit and 4 bit integers, respectively. They
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are reserved for certain automated functions. If you don't use these
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functions, you can use them to store arbitrary values.
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param1 is reserved for the engine when:
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paramtype != "none"
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param2 is reserved for the engine when any of these are used:
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liquidtype == "flowing"
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drawtype == "flowingliquid"
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drawtype == "torchlike"
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drawtype == "signlike"
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Position/vector:
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{x=num, y=num, z=num}
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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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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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------
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Node (register_node):
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A node from the world
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Tool (register_tool):
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A tool/weapon that can dig and damage things according to tool_capabilities
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Craftitem (register_craftitem):
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A miscellaneous item
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Groups
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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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properties of a thing (item, node, armor of entity, capabilities of
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tool) in such a way that the engine and other mods can can interact with
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the thing without actually knowing what the thing is.
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Usage:
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- Groups are stored in a table, having the group names with keys and the
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group ratings as values. For example:
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groups = {crumbly=3, soil=1}
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^ Default dirt (soil group actually currently not defined; TODO)
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groups = {crumbly=2, soil=1, level=2, outerspace=1}
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^ A more special dirt-kind of thing
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- Groups always have a rating associated with them. If there is no
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useful meaning for a rating for an enabled group, it shall be 1.
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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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Groups of items
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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 nodes
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----------------
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In addition to the general item things, whether a node is diggable and how
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long it takes is defined by using groups.
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Groups of entities
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-------------------
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For entities, groups are, as of now, used only for calculating damage.
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object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
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object.set_armor_groups({level=2, fleshy=2, cracky=2})
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Groups of tools
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----------------
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Groups in tools define which groups of nodes and entities they are
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effective towards.
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Groups in crafting recipes
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---------------------------
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- Not implemented yet. (TODO)
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- Will probably look like this:
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{
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output = 'food:meat_soup_raw',
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recipe = {
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{'group:meat'},
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{'group:water'},
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{'group:bowl'},
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},
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preserve = {'group:bowl'},
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}
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Special groups
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---------------
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- immortal: Disables the group damage system for an entity
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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 eg. a weapon of a lower level make much less
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damage, and get weared out much faster, or not be able to get drops
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from destroyed nodes.
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- 0 is something that is directly accessible at the start of gameplay
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- dig_immediate: (player can always pick up node without tool wear)
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- 2: node is removed without tool wear after 0.5 seconds or so
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(rail, sign)
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- 3: node is removed without tool wear immediately (torch)
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Known damage and digging time defining groups
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----------------------------------------------
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- crumbly: dirt, sand
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- cracky: tough but crackable stuff like stone.
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- snappy: something that can be cut using fine tools; eg. leaves, small
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plants, wire, sheets of metal
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- choppy: something that can be cut using force; eg. trees, wooden planks
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- fleshy: Living things like animals and the player. This could imply
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some blood effects when hitting.
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- explody: Especially prone to explosions
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- oddly_breakable_by_hand:
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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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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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suggests for the hand.
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Examples of custom groups
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--------------------------
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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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hearts.
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- flammable: can be set on fire. Rating might define the intensity of the
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fire, affecting eg. the speed of the spreading of an open fire.
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- wool: any wool (any origin, any color)
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- metal: any metal
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- weapon: any weapon
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- heavy: anything considerably heavy
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Digging time calculation specifics
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-----------------------------------
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Groups such as **crumbly**, **cracky** and **snappy** are used for this
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purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
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faster digging time.
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Also, the **level** group is used.
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Tools define their properties by a list of parameters for groups. They
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cannot dig other groups; thus it is important to use a standard bunch of
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groups to enable interaction with tools.
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**Example definition of the digging capabilities of a tool:**
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tool_capabilities = {
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full_punch_interval=1.5,
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max_drop_level=1,
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groupcaps={
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crumbly={maxwear=0.01, maxlevel=2, times={[1]=0.80, [2]=0.60, [3]=0.40}}
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}
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}
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**Tools define:**
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* Full punch interval Maximum drop level For an arbitrary list of groups:
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* Maximum level (usually 0, 1, 2 or 3) Maximum wear (0...1) Digging times
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**Full punch interval**: When used as a weapon, the tool will do full
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damage if this time is spent between punches. If eg. half the time is
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spent, the tool will do half damage.
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**Maximum drop level** suggests the maximum level of node, when dug with
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the tool, that will drop it's useful item. (eg. iron ore to drop a lump of
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iron).
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**Maximum level** tells what is the maximum level of a node of this group
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that the tool will be able to dig.
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**Maximum wear** determines how much the tool wears out when it is used for
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digging a node, of this group, of the maximum level. For lower leveled
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tools, the wear is divided by //4// to the exponent //level difference//.
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This means for a maximum wear of 0.1, a level difference 1 will result in
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wear=0.1/4=0.025, and a level difference of 2 will result in
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wear=0.1/(4*4)=0.00625.
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**Digging times** is basically a list of digging times for different
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ratings of the group. It also determines the damage done to entities, based
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on their "armor groups".
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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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* 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. For
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* entities, damage equals the amount of nodes dug in the time spent
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* between hits, with a maximum of ''full_punch_interval''.
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Entity damage mechanism
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------------------------
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Client predicts damage based on damage groups. Because of this, it is able to
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give an immediate response when an entity is damaged or dies; the response is
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pre-defined somehow (eg. by defining a sprite animation) (not implemented;
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TODO).
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The group **immortal** will completely disable normal damage.
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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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or a non-tool item.
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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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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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accessed unless absolutely required.
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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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* ''direction'' is a unit vector, pointing from the source of the punch to
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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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* Return value is tool wear.
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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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automatically filled in based on the location of ''puncher''.
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Helper functions
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-----------------
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dump2(obj, name="_", dumped={})
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^ Return object serialized as a string, handles reference loops
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dump(obj, dumped={})
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^ Return object serialized as a string
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minetest namespace reference
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-----------------------------
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minetest.get_current_modname() -> string
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minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
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^ Useful for loading additional .lua modules or static data from mod
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minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
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^ Useful for storing custom data
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minetest.is_singleplayer()
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minetest.debug(line)
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^ Goes to dstream
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minetest.log(line)
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minetest.log(loglevel, line)
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^ loglevel one of "error", "action", "info", "verbose"
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minetest.register_entity(name, prototype table)
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minetest.register_abm(abm definition)
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minetest.register_node(name, node definition)
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minetest.register_tool(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_craft(recipe)
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minetest.register_globalstep(func(dtime))
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minetest.register_on_placenode(func(pos, newnode, placer))
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minetest.register_on_dignode(func(pos, oldnode, digger))
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minetest.register_on_punchnode(func(pos, node, puncher))
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minetest.register_on_generated(func(minp, maxp, blockseed))
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minetest.register_on_newplayer(func(ObjectRef))
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minetest.register_on_dieplayer(func(ObjectRef))
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minetest.register_on_respawnplayer(func(ObjectRef))
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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.add_to_creative_inventory(itemstring)
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minetest.setting_get(name) -> string or nil
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minetest.setting_getbool(name) -> boolean value or nil
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minetest.chat_send_all(text)
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minetest.chat_send_player(name, text)
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minetest.get_player_privs(name) -> set of privs
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minetest.get_inventory(location) -> InvRef
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^ location = eg. {type="player", name="celeron55"}
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{type="node", pos={x=, y=, z=}}
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minetest.sound_play(spec, parameters) -> handle
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^ spec = SimpleSoundSpec
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^ parameters = sound parameter table
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minetest.sound_stop(handle)
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minetest.after(time, func, param)
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^ Call function after time seconds
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^ param is optional; to pass multiple parameters, pass a table.
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Global objects:
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minetest.env - environment reference
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Global tables:
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minetest.registered_items
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^ List of registered items, indexed by name
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minetest.registered_nodes
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^ List of registered node definitions, indexed by name
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minetest.registered_craftitems
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^ List of registered craft item definitions, indexed by name
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minetest.registered_tools
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^ List of registered tool definitions, indexed by name
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minetest.registered_entities
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^ List of registered entity prototypes, indexed by name
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minetest.object_refs
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^ List of object references, indexed by active object id
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minetest.luaentities
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^ List of lua entities, indexed by active object id
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Deprecated but defined for backwards compatibility:
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minetest.digprop_constanttime(time)
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minetest.digprop_stonelike(toughness)
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minetest.digprop_dirtlike(toughness)
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minetest.digprop_gravellike(toughness)
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minetest.digprop_woodlike(toughness)
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minetest.digprop_leaveslike(toughness)
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minetest.digprop_glasslike(toughness)
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Class reference
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----------------
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EnvRef: basically ServerEnvironment and ServerMap combined.
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methods:
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- set_node(pos, node)
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- add_node(pos, node): alias set_node(pos, node)
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- remove_node(pos): equivalent to set_node(pos, "air")
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- get_node(pos)
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^ Returns {name="ignore", ...} for unloaded area
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- get_node_or_nil(pos)
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^ Returns nil for unloaded area
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- get_node_light(pos, timeofday) -> 0...15 or nil
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^ timeofday: nil = current time, 0 = night, 0.5 = day
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- add_entity(pos, name): Returns ObjectRef or nil if failed
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- add_item(pos, itemstring)
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- add_rat(pos)
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- add_firefly(pos)
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- get_meta(pos) -- Get a NodeMetaRef at that position
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- get_player_by_name(name) -- Get an ObjectRef to a player
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- get_objects_inside_radius(pos, radius)
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- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
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- get_timeofday()
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NodeMetaRef (this stuff is subject to change in a future version)
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methods:
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- get_type()
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- allows_text_input()
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- set_text(text) -- eg. set the text of a sign
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- get_text()
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- get_owner()
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- set_owner(string)
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Generic node metadata specific:
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- set_infotext(infotext)
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- get_inventory() -> InvRef
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- set_inventory_draw_spec(string)
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- set_allow_text_input(bool)
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- set_allow_removal(bool)
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- set_enforce_owner(bool)
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- is_inventory_modified()
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- reset_inventory_modified()
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- is_text_modified()
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- reset_text_modified()
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- set_string(name, value)
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- get_string(name)
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ObjectRef: Moving things in the game are generally these
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(basically reference to a C++ ServerActiveObject)
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methods:
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- remove(): remove object (after returning from Lua)
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- getpos() -> {x=num, y=num, z=num}
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- setpos(pos); pos={x=num, y=num, z=num}
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- moveto(pos, continuous=false): interpolated move
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- punch(puncher, time_from_last_punch, tool_capabilities, direction)
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^ puncher = an another ObjectRef,
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^ time_from_last_punch = time since last punch action of the puncher
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- right_click(clicker); clicker = an another ObjectRef
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- get_hp(): returns number of hitpoints (2 * number of hearts)
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- set_hp(hp): set number of hitpoints (2 * number of hearts)
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- get_inventory() -> InvRef
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- get_wield_list(): returns the name of the inventory list the wielded item is in
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- get_wield_index(): returns the index of the wielded item
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- get_wielded_item() -> ItemStack
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- set_wielded_item(item): replaces the wielded item, returns true if successful
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LuaEntitySAO-only: (no-op for other objects)
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- setvelocity({x=num, y=num, z=num})
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- getvelocity() -> {x=num, y=num, z=num}
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- setacceleration({x=num, y=num, z=num})
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- getacceleration() -> {x=num, y=num, z=num}
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- setyaw(radians)
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- getyaw() -> radians
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- settexturemod(mod)
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- setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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- select_horiz_by_yawpitch=false)
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- ^ Select sprite from spritesheet with optional animation and DM-style
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- texture selection based on yaw relative to camera
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- set_armor_groups({group1=rating, group2=rating, ...})
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- get_entity_name() (DEPRECATED: Will be removed in a future version)
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- get_luaentity()
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Player-only: (no-op for other objects)
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- get_player_name(): will return nil if is not a player
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- get_look_dir(): get camera direction as a unit vector
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- get_look_pitch(): pitch in radians
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- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
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InvRef: Reference to an inventory
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methods:
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- get_size(listname): get size of a list
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- set_size(listname, size): set size of a list
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- get_stack(listname, i): get a copy of stack index i in list
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- set_stack(listname, i, stack): copy stack to index i in list
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- get_list(listname): return full list
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- set_list(listname, list): set full list (size will not change)
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- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
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- room_for_item(listname, stack): returns true if the stack of items
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can be fully added to the list
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- contains_item(listname, stack): returns true if the stack of items
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can be fully taken from the list
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remove_item(listname, stack): take as many items as specified from the list,
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returns the items that were actually removed (as an ItemStack)
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ItemStack: A stack of items.
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- Can be created via ItemStack(itemstack or itemstring or table or nil)
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methods:
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- is_empty(): return true if stack is empty
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- get_name(): returns item name (e.g. "default:stone")
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- get_count(): returns number of items on the stack
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- get_wear(): returns tool wear (0-65535), 0 for non-tools
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- get_metadata(): returns metadata (a string attached to an item stack)
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- clear(): removes all items from the stack, making it empty
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- replace(item): replace the contents of this stack (item can also
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be an itemstring or table)
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- to_string(): returns the stack in itemstring form
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- to_table(): returns the stack in Lua table form
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- get_stack_max(): returns the maximum size of the stack (depends on the item)
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- get_free_space(): returns get_stack_max() - get_count()
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- is_known(): returns true if the item name refers to a defined item type
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- get_definition(): returns the item definition table
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- get_tool_capabilities(): returns the digging properties of the item,
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^ or those of the hand if none are defined for this item type
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- add_wear(amount): increases wear by amount if the item is a tool
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- add_item(item): put some item or stack onto this stack,
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^ returns leftover ItemStack
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- item_fits(item): returns true if item or stack can be fully added to this one
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- take_item(n): take (and remove) up to n items from this stack
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^ returns taken ItemStack
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^ if n is omitted, n=1 is used
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- peek_item(n): copy (don't remove) up to n items from this stack
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^ returns copied ItemStack
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^ if n is omitted, n=1 is used
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PseudoRandom: A pseudorandom number generator
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- Can be created via PseudoRandom(seed)
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methods:
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- next(): return next integer random number [0...32767]
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- next(min, max): return next integer random number [min...max]
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(max - min) must be 32767 or <= 6553 due to the simple
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implementation making bad distribution otherwise.
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Registered entities
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--------------------
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- Functions receive a "luaentity" as self:
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- It has the member .name, which is the registered name ("mod:thing")
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- It has the member .object, which is an ObjectRef pointing to the object
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- The original prototype stuff is visible directly via a metatable
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- Callbacks:
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- on_activate(self, staticdata)
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^ Called when the object is instantiated.
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- on_step(self, dtime)
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^ Called on every server tick (dtime is usually 0.05 seconds)
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- on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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^ Called when somebody punches the object.
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^ Note that you probably want to handle most punches using the
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automatic armor group system.
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^ puncher: ObjectRef (can be nil)
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^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
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^ tool_capabilities: capability table of used tool (can be nil)
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^ dir: unit vector of direction of punch. Always defined. Points from
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the puncher to the punched.
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- on_rightclick(self, clicker)
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- get_staticdata(self)
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^ Should return a string that will be passed to on_activate when
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the object is instantiated the next time.
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Definition tables
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------------------
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Entity definition (register_entity)
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{
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube"/"sprite",
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visual_size = {x=1, y=1},
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textures = {texture,texture,texture,texture,texture,texture},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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on_activate = function(self, staticdata),
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on_step = function(self, dtime),
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on_punch = function(self, hitter),
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on_rightclick = function(self, clicker),
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get_staticdata = function(self),
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# Also you can define arbitrary member variables here
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myvariable = whatever,
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}
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ABM (ActiveBlockModifier) definition (register_abm)
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{
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nodenames = {"default:lava_source"},
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neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
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^ If left out or empty, any neighbor will do
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interval = 1.0, -- (operation interval)
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chance = 1, -- (chance of trigger is 1.0/this)
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action = func(pos, node, active_object_count, active_object_count_wider),
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}
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Item definition (register_node, register_craftitem, register_tool)
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{
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description = "Steel Axe",
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groups = {}, -- key=name, value=rating; rating=1..3.
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if rating not applicable, use 1.
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eg. {wool=1, fluffy=3}
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{soil=2, outerspace=1, crumbly=1}
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{bendy=2, snappy=1},
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{hard=1, metal=1, spikes=1}
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inventory_image = "default_tool_steelaxe.png",
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wield_image = "",
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wield_scale = {x=1,y=1,z=1},
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stack_max = 99,
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liquids_pointable = false,
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tool_capabilities = {
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full_punch_interval = 1.0,
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max_drop_level=0,
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groupcaps={
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-- For example:
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fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
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snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
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choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
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}
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}
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on_drop = func(item, dropper, pos),
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on_place = func(item, placer, pointed_thing),
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on_use = func(item, user, pointed_thing),
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}
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Node definition (register_node)
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{
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<all fields allowed in item definitions>,
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drawtype = "normal",
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visual_scale = 1.0,
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tile_images = {"default_unknown_block.png"},
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special_materials = {
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{image="", backface_culling=true},
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{image="", backface_culling=true},
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},
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alpha = 255,
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post_effect_color = {a=0, r=0, g=0, b=0},
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paramtype = "none",
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paramtype2 = "none",
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is_ground_content = false,
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sunlight_propagates = false,
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walkable = true,
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pointable = true,
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diggable = true,
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climbable = false,
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buildable_to = false,
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drop = "",
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-- alternatively drop = { max_items = ..., items = { ... } }
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metadata_name = "",
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liquidtype = "none",
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liquid_alternative_flowing = "",
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liquid_alternative_source = "",
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liquid_viscosity = 0,
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light_source = 0,
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damage_per_second = 0,
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selection_box = {type="regular"},
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legacy_facedir_simple = false, -- Support maps made in and before January 2012
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legacy_wallmounted = false, -- Support maps made in and before January 2012
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sounds = {
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footstep = <SimpleSoundSpec>,
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dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
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dug = <SimpleSoundSpec>,
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},
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}
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Recipe: (register_craft)
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{
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output = 'default:pick_stone',
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recipe = {
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{'default:cobble', 'default:cobble', 'default:cobble'},
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{'', 'default:stick', ''},
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{'', 'default:stick', ''},
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},
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replacements = <optional list of item pairs,
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replace one input item with another item on crafting>
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}
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Recipe (shapeless):
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{
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type = "shapeless",
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output = 'mushrooms:mushroom_stew',
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recipe = {
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"mushrooms:bowl",
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"mushrooms:mushroom_brown",
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"mushrooms:mushroom_red",
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},
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replacements = <optional list of item pairs,
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replace one input item with another item on crafting>
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}
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Recipe (tool repair):
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{
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type = "toolrepair",
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additional_wear = -0.02,
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}
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Recipe (cooking):
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{
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type = "cooking",
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output = "default:glass",
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recipe = "default:sand",
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cooktime = 3,
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}
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Recipe (furnace fuel):
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{
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type = "fuel",
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recipe = "default:leaves",
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burntime = 1,
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}
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