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873 lines
34 KiB
Markdown
873 lines
34 KiB
Markdown
Minetest Lua Client Modding API Reference 0.4.15
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================================================
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* More information at <http://www.minetest.net/>
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* Developer Wiki: <http://dev.minetest.net/>
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Introduction
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------------
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**WARNING: The client API is currently unstable, and may break/change without warning.**
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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 on GitHub (https://github.com/minetest/minetest).
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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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[Programming in Lua](http://www.lua.org/pil/).
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Startup
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-------
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Mods are loaded during client startup from the mod load paths by running
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the `init.lua` scripts in a shared environment.
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Paths
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-----
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* `RUN_IN_PLACE=1` (Windows release, local build)
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* `$path_user`:
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* Linux: `<build directory>`
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* Windows: `<build directory>`
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* `$path_share`
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* Linux: `<build directory>`
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* Windows: `<build directory>`
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* `RUN_IN_PLACE=0`: (Linux release)
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* `$path_share`
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* Linux: `/usr/share/minetest`
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* Windows: `<install directory>/minetest-0.4.x`
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* `$path_user`:
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* Linux: `$HOME/.minetest`
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* Windows: `C:/users/<user>/AppData/minetest` (maybe)
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Mod load path
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-------------
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Generic:
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* `$path_share/clientmods/`
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* `$path_user/clientmods/` (User-installed mods)
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In a run-in-place version (e.g. the distributed windows version):
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* `minetest-0.4.x/clientmods/` (User-installed mods)
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On an installed version on Linux:
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* `/usr/share/minetest/clientmods/`
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* `$HOME/.minetest/clientmods/` (User-installed mods)
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Modpack support
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----------------
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named `modpack.txt`. This file shall be
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empty, except for lines starting with `#`, which are comments.
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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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| |-- screenshot.png
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| |-- description.txt
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| |-- settingtypes.txt
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| |-- init.lua
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| |-- models
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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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Optional dependencies can be defined by appending a question mark
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to a single modname. Their meaning is that if the specified mod
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is missing, that does not prevent this mod from being loaded.
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### `screenshot.png`
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A screenshot shown in the mod manager within the main menu. It should
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have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
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### `description.txt`
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A File containing description to be shown within mainmenu.
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### `settingtypes.txt`
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A file in the same format as the one in builtin. It will be parsed by the
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settings menu and the settings will be displayed in the "Mods" category.
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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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### `sounds`
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Media files (sounds) 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
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In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
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So 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
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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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Aliases can be added by using `minetest.register_alias(name, convert_to)` or
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`minetest.register_alias_force(name, convert_to).
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This will make Minetest to convert things called name to things called
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`convert_to`.
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The only difference between `minetest.register_alias` and
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`minetest.register_alias_force` is that if an item called `name` exists,
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`minetest.register_alias` will do nothing while
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`minetest.register_alias_force` will unregister it.
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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, e.g. 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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Sounds
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------
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Only Ogg Vorbis 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_`, e.g. 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 one 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 locationless to one player, looped
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{
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to_player = name,
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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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pos = {x = 1, y = 2, z = 3},
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gain = 1.0, -- default
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max_hear_distance = 32, -- default, uses an euclidean metric
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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, uses an euclidean metric
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loop = true,
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}
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Looped sounds must either be connected to an object or played locationless to
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one player using `to_player = name,`
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### `SimpleSoundSpec`
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* e.g. `""`
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* e.g. `"default_place_node"`
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* e.g. `{}`
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* e.g. `{name = "default_place_node"}`
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* e.g. `{name = "default_place_node", gain = 1.0}`
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Representations of simple things
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--------------------------------
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### Position/vector
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{x=num, y=num, z=num}
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For helper functions see "Vector helpers".
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### `pointed_thing`
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* `{type="nothing"}`
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* `{type="node", under=pos, above=pos}`
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* `{type="object", ref=ObjectRef}`
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Flag Specifier Format
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---------------------
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Flags using the standardized flag specifier format can be specified in either of
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two ways, by string or table.
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The string format is a comma-delimited set of flag names; whitespace and
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unrecognized flag fields are ignored. Specifying a flag in the string sets the
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flag, and specifying a flag prefixed by the string `"no"` explicitly
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clears the flag from whatever the default may be.
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In addition to the standard string flag format, the schematic flags field can
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also be a table of flag names to boolean values representing whether or not the
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flag is set. Additionally, if a field with the flag name prefixed with `"no"`
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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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is equivalent to
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{place_center_x = true, noplace_center_y=true, place_center_z=true}
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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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or even
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"place_center_x, place_center_z"
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since, by default, no schematic attributes are set.
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Formspec
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--------
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Formspec defines a menu. Currently not much else than inventories are
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supported. It is a string, with a somewhat strange format.
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Spaces and newlines can be inserted between the blocks, as is used in the
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examples.
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### Examples
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#### Chest
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size[8,9]
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list[context;main;0,0;8,4;]
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list[current_player;main;0,5;8,4;]
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#### Furnace
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size[8,9]
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list[context;fuel;2,3;1,1;]
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list[context;src;2,1;1,1;]
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list[context;dst;5,1;2,2;]
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list[current_player;main;0,5;8,4;]
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#### Minecraft-like player inventory
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size[8,7.5]
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image[1,0.6;1,2;player.png]
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list[current_player;main;0,3.5;8,4;]
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list[current_player;craft;3,0;3,3;]
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list[current_player;craftpreview;7,1;1,1;]
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### Elements
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#### `size[<W>,<H>,<fixed_size>]`
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* Define the size of the menu in inventory slots
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* `fixed_size`: `true`/`false` (optional)
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* deprecated: `invsize[<W>,<H>;]`
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#### `container[<X>,<Y>]`
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* Start of a container block, moves all physical elements in the container by (X, Y)
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* Must have matching container_end
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* Containers can be nested, in which case the offsets are added
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(child containers are relative to parent containers)
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#### `container_end[]`
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* End of a container, following elements are no longer relative to this container
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#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
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* Show an inventory list
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#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
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* Show an inventory list
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#### `listring[<inventory location>;<list name>]`
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* Allows to create a ring of inventory lists
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* Shift-clicking on items in one element of the ring
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will send them to the next inventory list inside the ring
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* The first occurrence of an element inside the ring will
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determine the inventory where items will be sent to
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#### `listring[]`
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* Shorthand for doing `listring[<inventory location>;<list name>]`
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for the last two inventory lists added by list[...]
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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* Sets color of slots border
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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* Sets color of slots border
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* Sets default background color of tooltips
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* Sets default font color of tooltips
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#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
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* Adds tooltip for an element
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* `<bgcolor>` tooltip background color as `ColorString` (optional)
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* `<fontcolor>` tooltip font color as `ColorString` (optional)
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#### `image[<X>,<Y>;<W>,<H>;<texture name>]`
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* Show an image
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* Position and size units are inventory slots
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#### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
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* Show an inventory image of registered item/node
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* Position and size units are inventory slots
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#### `bgcolor[<color>;<fullscreen>]`
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* Sets background color of formspec as `ColorString`
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* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
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#### `background[<X>,<Y>;<W>,<H>;<texture name>]`
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* Use a background. Inventory rectangles are not drawn then.
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* Position and size units are inventory slots
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* Example for formspec 8x4 in 16x resolution: image shall be sized
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8 times 16px times 4 times 16px.
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#### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
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* Use a background. Inventory rectangles are not drawn then.
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* Position and size units are inventory slots
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* Example for formspec 8x4 in 16x resolution:
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image shall be sized 8 times 16px times 4 times 16px
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* If `true` the background is clipped to formspec size
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(`x` and `y` are used as offset values, `w` and `h` are ignored)
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#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* Textual password style field; will be sent to server when a button is clicked
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* Fields are a set height, but will be vertically centred on `h`
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* See field_close_on_enter to stop enter closing the formspec
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#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* Textual field; will be sent to server when a button is clicked
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* Fields are a set height, but will be vertically centred on `h`
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* `default` is the default value of the field
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* `default` may contain variable references such as `${text}'` which
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will fill the value from the metadata value `text`
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* **Note**: no extra text or more than a single variable is supported ATM.
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* See field_close_on_enter to stop enter closing the formspec
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#### `field[<name>;<label>;<default>]`
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* As above, but without position/size units
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* Special field for creating simple forms, such as sign text input
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* Must be used without a `size[]` element
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* A "Proceed" button will be added automatically
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* See field_close_on_enter to stop enter closing the formspec
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#### `field_close_on_enter[<name>;<close_on_enter>]`
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* <name> is the name of the field
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* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
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* defaults to true when not specified (ie: no tag for a field)
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#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* Same as fields above, but with multi-line input
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#### `label[<X>,<Y>;<label>]`
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* `x` and `y` work as per field
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* `label` is the text on the label
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* Position and size units are inventory slots
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#### `vertlabel[<X>,<Y>;<label>]`
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* Textual label drawn vertically
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* `x` and `y` work as per field
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* `label` is the text on the label
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* Position and size units are inventory slots
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#### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* Clickable button. When clicked, fields will be sent.
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* `x`, `y` and `name` work as per field
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* `w` and `h` are the size of the button
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* `label` is the text on the button
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* Position and size units are inventory slots
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#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
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* `x`, `y`, `w`, `h`, and `name` work as per button
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* `texture name` is the filename of an image
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* Position and size units are inventory slots
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#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
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* `x`, `y`, `w`, `h`, and `name` work as per button
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* `texture name` is the filename of an image
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* Position and size units are inventory slots
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* `noclip=true` means the image button doesn't need to be within specified formsize
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* `drawborder`: draw button border or not
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* `pressed texture name` is the filename of an image on pressed state
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#### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
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* `x`, `y`, `w`, `h`, `name` and `label` work as per button
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* `item name` is the registered name of an item/node,
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tooltip will be made out of its description
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to override it use tooltip element
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* Position and size units are inventory slots
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#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* When clicked, fields will be sent and the form will quit.
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#### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
|
||
* When clicked, fields will be sent and the form will quit.
|
||
|
||
#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
|
||
* Scrollable item list showing arbitrary text elements
|
||
* `x` and `y` position the itemlist relative to the top left of the menu
|
||
* `w` and `h` are the size of the itemlist
|
||
* `name` fieldname sent to server on doubleclick value is current selected element
|
||
* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
|
||
* if you want a listelement to start with "#" write "##".
|
||
|
||
#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
|
||
* Scrollable itemlist showing arbitrary text elements
|
||
* `x` and `y` position the item list relative to the top left of the menu
|
||
* `w` and `h` are the size of the item list
|
||
* `name` fieldname sent to server on doubleclick value is current selected element
|
||
* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
|
||
* if you want a listelement to start with "#" write "##"
|
||
* Index to be selected within textlist
|
||
* `true`/`false`: draw transparent background
|
||
* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
|
||
|
||
#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
|
||
* Show a tab**header** at specific position (ignores formsize)
|
||
* `x` and `y` position the itemlist relative to the top left of the menu
|
||
* `name` fieldname data is transferred to Lua
|
||
* `caption 1`...: name shown on top of tab
|
||
* `current_tab`: index of selected tab 1...
|
||
* `transparent` (optional): show transparent
|
||
* `draw_border` (optional): draw border
|
||
|
||
#### `box[<X>,<Y>;<W>,<H>;<color>]`
|
||
* Simple colored semitransparent box
|
||
* `x` and `y` position the box relative to the top left of the menu
|
||
* `w` and `h` are the size of box
|
||
* `color` is color specified as a `ColorString`
|
||
|
||
#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
|
||
* Show a dropdown field
|
||
* **Important note**: There are two different operation modes:
|
||
1. handle directly on change (only changed dropdown is submitted)
|
||
2. read the value on pressing a button (all dropdown values are available)
|
||
* `x` and `y` position of dropdown
|
||
* Width of dropdown
|
||
* Fieldname data is transferred to Lua
|
||
* Items to be shown in dropdown
|
||
* Index of currently selected dropdown item
|
||
|
||
#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
|
||
* Show a checkbox
|
||
* `x` and `y`: position of checkbox
|
||
* `name` fieldname data is transferred to Lua
|
||
* `label` to be shown left of checkbox
|
||
* `selected` (optional): `true`/`false`
|
||
|
||
#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
|
||
* Show a scrollbar
|
||
* There are two ways to use it:
|
||
1. handle the changed event (only changed scrollbar is available)
|
||
2. read the value on pressing a button (all scrollbars are available)
|
||
* `x` and `y`: position of trackbar
|
||
* `w` and `h`: width and height
|
||
* `orientation`: `vertical`/`horizontal`
|
||
* Fieldname data is transferred to Lua
|
||
* Value this trackbar is set to (`0`-`1000`)
|
||
* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
|
||
|
||
#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
|
||
* Show scrollable table using options defined by the previous `tableoptions[]`
|
||
* Displays cells as defined by the previous `tablecolumns[]`
|
||
* `x` and `y`: position the itemlist relative to the top left of the menu
|
||
* `w` and `h` are the size of the itemlist
|
||
* `name`: fieldname sent to server on row select or doubleclick
|
||
* `cell 1`...`cell n`: cell contents given in row-major order
|
||
* `selected idx`: index of row to be selected within table (first row = `1`)
|
||
* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
|
||
|
||
#### `tableoptions[<opt 1>;<opt 2>;...]`
|
||
* Sets options for `table[]`
|
||
* `color=#RRGGBB`
|
||
* default text color (`ColorString`), defaults to `#FFFFFF`
|
||
* `background=#RRGGBB`
|
||
* table background color (`ColorString`), defaults to `#000000`
|
||
* `border=<true/false>`
|
||
* should the table be drawn with a border? (default: `true`)
|
||
* `highlight=#RRGGBB`
|
||
* highlight background color (`ColorString`), defaults to `#466432`
|
||
* `highlight_text=#RRGGBB`
|
||
* highlight text color (`ColorString`), defaults to `#FFFFFF`
|
||
* `opendepth=<value>`
|
||
* all subtrees up to `depth < value` are open (default value = `0`)
|
||
* only useful when there is a column of type "tree"
|
||
|
||
#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
|
||
* Sets columns for `table[]`
|
||
* Types: `text`, `image`, `color`, `indent`, `tree`
|
||
* `text`: show cell contents as text
|
||
* `image`: cell contents are an image index, use column options to define images
|
||
* `color`: cell contents are a ColorString and define color of following cell
|
||
* `indent`: cell contents are a number and define indentation of following cell
|
||
* `tree`: same as indent, but user can open and close subtrees (treeview-like)
|
||
* Column options:
|
||
* `align=<value>`
|
||
* for `text` and `image`: content alignment within cells.
|
||
Available values: `left` (default), `center`, `right`, `inline`
|
||
* `width=<value>`
|
||
* for `text` and `image`: minimum width in em (default: `0`)
|
||
* for `indent` and `tree`: indent width in em (default: `1.5`)
|
||
* `padding=<value>`: padding left of the column, in em (default `0.5`).
|
||
Exception: defaults to 0 for indent columns
|
||
* `tooltip=<value>`: tooltip text (default: empty)
|
||
* `image` column options:
|
||
* `0=<value>` sets image for image index 0
|
||
* `1=<value>` sets image for image index 1
|
||
* `2=<value>` sets image for image index 2
|
||
* and so on; defined indices need not be contiguous empty or
|
||
non-numeric cells are treated as `0`.
|
||
* `color` column options:
|
||
* `span=<value>`: number of following columns to affect (default: infinite)
|
||
|
||
**Note**: do _not_ use a element name starting with `key_`; those names are reserved to
|
||
pass key press events to formspec!
|
||
|
||
Spatial Vectors
|
||
---------------
|
||
* `vector.new(a[, b, c])`: returns a vector:
|
||
* A copy of `a` if `a` is a vector.
|
||
* `{x = a, y = b, z = c}`, if all `a, b, c` are defined
|
||
* `vector.direction(p1, p2)`: returns a vector
|
||
* `vector.distance(p1, p2)`: returns a number
|
||
* `vector.length(v)`: returns a number
|
||
* `vector.normalize(v)`: returns a vector
|
||
* `vector.floor(v)`: returns a vector, each dimension rounded down
|
||
* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
|
||
* `vector.apply(v, func)`: returns a vector
|
||
* `vector.equals(v1, v2)`: returns a boolean
|
||
|
||
For the following functions `x` can be either a vector or a number:
|
||
|
||
* `vector.add(v, x)`: returns a vector
|
||
* `vector.subtract(v, x)`: returns a vector
|
||
* `vector.multiply(v, x)`: returns a scaled vector or Schur product
|
||
* `vector.divide(v, x)`: returns a scaled vector or Schur quotient
|
||
|
||
Helper functions
|
||
----------------
|
||
* `dump2(obj, name="_", dumped={})`
|
||
* Return object serialized as a string, handles reference loops
|
||
* `dump(obj, dumped={})`
|
||
* Return object serialized as a string
|
||
* `math.hypot(x, y)`
|
||
* Get the hypotenuse of a triangle with legs x and y.
|
||
Useful for distance calculation.
|
||
* `math.sign(x, tolerance)`
|
||
* Get the sign of a number.
|
||
Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
|
||
* `string.split(str, separator=",", include_empty=false, max_splits=-1,
|
||
* sep_is_pattern=false)`
|
||
* If `max_splits` is negative, do not limit splits.
|
||
* `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
|
||
* e.g. `string:split("a,b", ",") == {"a","b"}`
|
||
* `string:trim()`
|
||
* e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
|
||
* `minetest.is_yes(arg)`
|
||
* returns whether `arg` can be interpreted as yes
|
||
* `minetest.get_us_time()`
|
||
* returns time with microsecond precision. May not return wall time.
|
||
* `table.copy(table)`: returns a table
|
||
* returns a deep copy of `table`
|
||
|
||
`minetest` namespace reference
|
||
------------------------------
|
||
|
||
### Utilities
|
||
|
||
* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
|
||
* `minetest.get_version()`: returns a table containing components of the
|
||
engine version. Components:
|
||
* `project`: Name of the project, eg, "Minetest"
|
||
* `string`: Simple version, eg, "1.2.3-dev"
|
||
* `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
|
||
Use this for informational purposes only. The information in the returned
|
||
table does not represent the capabilities of the engine, nor is it
|
||
reliable or verifyable. Compatible forks will have a different name and
|
||
version entirely. To check for the presence of engine features, test
|
||
whether the functions exported by the wanted features exist. For example:
|
||
`if core.nodeupdate then ... end`.
|
||
|
||
### Logging
|
||
* `minetest.debug(...)`
|
||
* Equivalent to `minetest.log(table.concat({...}, "\t"))`
|
||
* `minetest.log([level,] text)`
|
||
* `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
|
||
`"info"`, or `"verbose"`. Default is `"none"`.
|
||
|
||
### Global callback registration functions
|
||
Call these functions only at load time!
|
||
|
||
* `minetest.register_globalstep(func(dtime))`
|
||
* Called every client environment step, usually interval of 0.1s
|
||
* `minetest.register_on_shutdown(func())`
|
||
* Called before client shutdown
|
||
* **Warning**: If the client terminates abnormally (i.e. crashes), the registered
|
||
callbacks **will likely not be run**. Data should be saved at
|
||
semi-frequent intervals as well as on server shutdown.
|
||
* `minetest.register_on_receiving_chat_message(func(name, message))`
|
||
* Called always when a client receive a message
|
||
* Return `true` to mark the message as handled, which means that it will not be shown to chat
|
||
* `minetest.register_on_sending_chat_message(func(name, message))`
|
||
* Called always when a client send a message from chat
|
||
* Return `true` to mark the message as handled, which means that it will not be sent to server
|
||
* `minetest.register_chatcommand(cmd, chatcommand definition)`
|
||
* Adds definition to minetest.registered_chatcommands
|
||
* `minetest.register_on_death(func())`
|
||
* Called when the local player dies
|
||
* `minetest.register_on_hp_modification(func(hp))`
|
||
* Called when server modified player's HP
|
||
* `minetest.register_on_damage_taken(func(hp))`
|
||
* Called when the local player take damages
|
||
* `minetest.register_on_formspec_input(func(formname, fields))`
|
||
* Called when a button is pressed in the local player's inventory form
|
||
* Newest functions are called first
|
||
* If function returns `true`, remaining functions are not called
|
||
* `minetest.register_on_dignode(func(pos, node))`
|
||
* Called when the local player digs a node
|
||
* Newest functions are called first
|
||
* If any function returns true, the node isn't dug
|
||
* `minetest.register_on_punchnode(func(pos, node))`
|
||
* Called when the local player punches a node
|
||
* Newest functions are called first
|
||
* If any function returns true, the punch is ignored
|
||
### Sounds
|
||
* `minetest.sound_play(spec, parameters)`: returns a handle
|
||
* `spec` is a `SimpleSoundSpec`
|
||
* `parameters` is a sound parameter table
|
||
* `minetest.sound_stop(handle)`
|
||
|
||
### Timing
|
||
* `minetest.after(time, func, ...)`
|
||
* Call the function `func` after `time` seconds, may be fractional
|
||
* Optional: Variable number of arguments that are passed to `func`
|
||
|
||
### Map
|
||
* `minetest.get_node(pos)`
|
||
* Returns the node at the given position as table in the format
|
||
`{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
|
||
for unloaded areas.
|
||
* `minetest.get_node_or_nil(pos)`
|
||
* Same as `get_node` but returns `nil` for unloaded areas.
|
||
|
||
### Player
|
||
* `minetest.get_wielded_item()`
|
||
* Returns the itemstack the local player is holding
|
||
|
||
### Misc.
|
||
* `minetest.parse_json(string[, nullvalue])`: returns something
|
||
* Convert a string containing JSON data into the Lua equivalent
|
||
* `nullvalue`: returned in place of the JSON null; defaults to `nil`
|
||
* On success returns a table, a string, a number, a boolean or `nullvalue`
|
||
* On failure outputs an error message and returns `nil`
|
||
* Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
|
||
* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
|
||
* Convert a Lua table into a JSON string
|
||
* styled: Outputs in a human-readable format if this is set, defaults to false
|
||
* Unserializable things like functions and userdata are saved as null.
|
||
* **Warning**: JSON is more strict than the Lua table format.
|
||
1. You can only use strings and positive integers of at least one as keys.
|
||
2. You can not mix string and integer keys.
|
||
This is due to the fact that JSON has two distinct array and object values.
|
||
* Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
|
||
* `minetest.serialize(table)`: returns a string
|
||
* Convert a table containing tables, strings, numbers, booleans and `nil`s
|
||
into string form readable by `minetest.deserialize`
|
||
* Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
|
||
* `minetest.deserialize(string)`: returns a table
|
||
* Convert a string returned by `minetest.deserialize` into a table
|
||
* `string` is loaded in an empty sandbox environment.
|
||
* Will load functions, but they cannot access the global environment.
|
||
* Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
|
||
* Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
|
||
* `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
|
||
* `minetest.compress(data, method, ...)`: returns `compressed_data`
|
||
* Compress a string of data.
|
||
* `method` is a string identifying the compression method to be used.
|
||
* Supported compression methods:
|
||
* Deflate (zlib): `"deflate"`
|
||
* `...` indicates method-specific arguments. Currently defined arguments are:
|
||
* Deflate: `level` - Compression level, `0`-`9` or `nil`.
|
||
* `minetest.decompress(compressed_data, method, ...)`: returns data
|
||
* Decompress a string of data (using ZLib).
|
||
* See documentation on `minetest.compress()` for supported compression methods.
|
||
* currently supported.
|
||
* `...` indicates method-specific arguments. Currently, no methods use this.
|
||
* `minetest.encode_base64(string)`: returns string encoded in base64
|
||
* Encodes a string in base64.
|
||
* `minetest.decode_base64(string)`: returns string
|
||
* Decodes a string encoded in base64.
|
||
* `core.gettext(string) : returns string
|
||
* look up the translation of a string in the gettext message catalog
|
||
* `fgettext_ne(string, ...)`
|
||
* call core.gettext(string), replace "$1"..."$9" with the given
|
||
extra arguments and return the result
|
||
* `fgettext(string, ...)` : returns string
|
||
* same as fgettext_ne(), but calls core.formspec_escape before returning result
|
||
|
||
### UI
|
||
* `minetest.ui.minimap`
|
||
* Reference to the minimap object. See `Minimap` class reference for methods.
|
||
* `show_formspec(formname, formspec)` : returns true on success
|
||
* Shows a formspec to the player
|
||
|
||
Class reference
|
||
---------------
|
||
|
||
### `Minimap`
|
||
An interface to manipulate minimap on client UI
|
||
|
||
* `show()`: shows the minimap (if not disabled by server)
|
||
* `hide()`: hides the minimap
|
||
* `set_pos(pos)`: sets the minimap position on screen
|
||
* `get_pos()`: returns the minimap current position
|
||
* `set_angle(deg)`: sets the minimap angle in degrees
|
||
* `get_angle()`: returns the current minimap angle in degrees
|
||
* `set_mode(mode)`: sets the minimap mode (0 to 6)
|
||
* `get_mode()`: returns the current minimap mode
|
||
* `toggle_shape()`: toggles minimap shape to round or square.
|
||
|
||
### `Settings`
|
||
An interface to read config files in the format of `minetest.conf`.
|
||
|
||
It can be created via `Settings(filename)`.
|
||
|
||
#### Methods
|
||
* `get(key)`: returns a value
|
||
* `get_bool(key)`: returns a boolean
|
||
* `set(key, value)`
|
||
* `remove(key)`: returns a boolean (`true` for success)
|
||
* `get_names()`: returns `{key1,...}`
|
||
* `write()`: returns a boolean (`true` for success)
|
||
* write changes to file
|
||
* `to_table()`: returns `{[key1]=value1,...}`
|
||
|
||
Definition tables
|
||
-----------------
|
||
|
||
### Chat command definition (`register_chatcommand`)
|
||
|
||
{
|
||
params = "<name> <privilege>", -- Short parameter description
|
||
description = "Remove privilege from player", -- Full description
|
||
privs = {privs=true}, -- Require the "privs" privilege to run
|
||
func = function(name, param), -- Called when command is run.
|
||
-- Returns boolean success and text output.
|
||
}
|
||
|
||
Escape sequences
|
||
----------------
|
||
Most text can contain escape sequences, that can for example color the text.
|
||
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
|
||
The following functions provide escape sequences:
|
||
* `core.get_color_escape_sequence(color)`:
|
||
* `color` is a ColorString
|
||
* The escape sequence sets the text color to `color`
|
||
* `core.colorize(color, message)`:
|
||
* Equivalent to:
|
||
`core.get_color_escape_sequence(color) ..
|
||
message ..
|
||
core.get_color_escape_sequence("#ffffff")`
|
||
* `color.get_background_escape_sequence(color)`
|
||
* `color` is a ColorString
|
||
* The escape sequence sets the background of the whole text element to
|
||
`color`. Only defined for item descriptions and tooltips.
|
||
|
||
`ColorString`
|
||
-------------
|
||
`#RGB` defines a color in hexadecimal format.
|
||
|
||
`#RGBA` defines a color in hexadecimal format and alpha channel.
|
||
|
||
`#RRGGBB` defines a color in hexadecimal format.
|
||
|
||
`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
|
||
|
||
Named colors are also supported and are equivalent to
|
||
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
|
||
To specify the value of the alpha channel, append `#AA` to the end of the color name
|
||
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
|
||
value must (always) be two hexadecima |