098ea0d10a
Introduces an `on_blast(luaobj, damage)` callback that mods can attach to an entity def. The function will get called with the damage that TNT would make. The function should return three values: bool do_damage, bool do_knockback, table drops do_damage allows the mod to tell the TNT code to perform damage on the entity for the mod. The mod code should not do anything with the entity HP. The entity should not be immortal. If false, then the entity will not be damaged by the TNT mod. do_knockback allows the mod to tell the TNT mod to perform an entity knockback effect. If false, no knockback effect is applied to the entity. the drops table is a list of items to drop. It may be nil. E.g. { "wool:red" }. I've documented both on_blast() API methods in game_api.txt. It is a better place than lua_api.txt.
559 lines
18 KiB
Plaintext
559 lines
18 KiB
Plaintext
Minetest Game API
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=================
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GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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------------
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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* [XYZ] refers to a section the Minetest API
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* [#ABC] refers to a section in this document
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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bucket.register_liquid(
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"default:lava_source", -- name of the source node
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"default:lava_flowing", -- name of the flowing node
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"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
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"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
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"Lava Bucket", -- text description of the bucket item
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{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
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)
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Beds API
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--------
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beds.register_bed(
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"beds:bed", -- Bed name
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def -- See [#Bed definition]
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)
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* `beds.read_spawns() ` Returns a table containing players respawn positions
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* `beds.kick_players()` Forces all players to leave bed
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* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
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###Bed definition
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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top = {Tile definition} -- the tiles of the bottom part of the bed.
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},
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nodebox = {
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bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
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top = 'regular nodebox', -- top part of bed (see [Node boxes])
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},
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selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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}
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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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`doors.register_door(name, def)`
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* Registers new door
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* `name` Name for door
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* `def` See [#Door definition]
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`doors.register_trapdoor(name, def)`
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* Registers new trapdoor
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* `name` Name for trapdoor
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* `def` See [#Trapdoor definition]
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`doors.register_fencegate(name, def)`
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* Registers new fence gate
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* `name` Name for fence gate
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* `def` See [#Fence gate definition]
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`doors.get(pos)`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* Returns an ObjecRef to a door, or nil if the position does not contain a door
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###Methods
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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:state() -- returns the door state, true = open, false = closed
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the "player" parameter can be omitted in all methods. If passed then
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the usual permission checks will be performed to make sure the player
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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###Door definition
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 2},
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tiles = {"mod_door.png"}, -- UV map.
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recipe = craftrecipe,
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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###Trapdoor definition
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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###Fence gate definition
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description = "Wooden Fence Gate",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(), -- optional
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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`default.register_fence(name, item definition)`
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Registers a new fence. Custom fields texture and material are required, as
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are name and description. The rest is optional. You can pass most normal
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nodedef fields here except drawtype. The fence group will always be added
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for this node.
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###fence definition
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name = "default:fence_wood",
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description = "Wooden Fence",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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#Walls API
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---------
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The walls API allows easy addition of stone auto-connecting wall nodes.
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walls.register(name, desc, texture, mat, sounds)
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^ name = "walls:stone_wall". Node name.
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^ desc = "A Stone wall"
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^ texture = "default_stone.png"
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^ mat = "default:stone". Used to auto-generate crafting recipe.
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^ sounds = sounds: see [#Default sounds]
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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`farming.register_hoe(name, hoe definition)`
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* Register a new hoe, see [#hoe definition]
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`farming.register_plant(name, Plant definition)`
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* Register a new growing plant, see [#Plant definition]
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###Hoe Definition
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{
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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}
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}
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###Plant definition
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Fire API
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--------
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`on_burn(pos)`
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* Called when fire attempts to remove a burning node.
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* `pos` Position of the burning node.
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#TNT API
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----------
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tnt.register_tnt(definition)
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^ Register a new type of tnt.
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* `name` The name of the node. If no prefix is given `tnt` is used.
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* `description` A description for your TNT.
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* `radius` The radius within which the TNT can destroy nodes. The default is 3.
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* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
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* `disable_drops` Disable drops. By default it is set to false.
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* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
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* `ignore_on_blast` Don't call `on_blast` even if a node has one.
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* `tiles` Textures for node
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* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
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* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
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* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
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* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
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`tnt.boom(position, definition)`
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^ Create an explosion.
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* `position` The center of explosion.
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* `definition` The TNT definion as passed to `tnt.register`
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`tnt.burn(position)`
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^ Ignite TNT at position
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To make dropping items from node inventories easier, you can use the
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following helper function from 'default':
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default.get_inventory_drops(pos, inventory, drops)
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^ Return drops from node inventory "inventory" in drops.
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* `pos` - the node position
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* `inventory` - the name of the inventory (string)
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* `drops` - an initialized list
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The function returns no values. The drops are returned in the `drops`
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parameter, and drops is not reinitialized so you can call it several
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times in a row to add more inventory items to it.
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`on_blast` callbacks:
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Both nodedefs and entitydefs can provide an `on_blast()` callback
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`nodedef.on_blast(pos, intensity)`
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^ Allow drop and node removal overriding
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* `pos` - node position
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* `intensity` - TNT explosion measure. larger or equal to 1.0
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^ Should return a list of drops (e.g. {"default:stone"})
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^ Should perform node removal itself. If callback exists in the nodedef
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^ then the TNT code will not destroy this node.
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`entitydef.on_blast(luaobj, damage)`
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^ Allow TNT effects on entities to be overridden
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* `luaobj` - LuaEntityRef of the entity
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* `damage` - suggested HP damage value
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^ Should return a list of (bool do_damage, bool do_knockback, table drops)
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* `do_damage` - if true then TNT mod wil damage the entity
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* `do_knockback` - if true then TNT mod will knock the entity away
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* `drops` - a list of drops, e.g. {"wool:red"}
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the `on_screwdriver` function to the node definition.
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`on_rotate(pos, node, user, mode, new_param2)`
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* `pos` Position of the node that the screwdriver is being used on
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* `node` that node
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* `user` The player who used the screwdriver
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* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
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* return value: false to disallow rotation, nil to keep default behaviour, true to allow
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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* use `on_rotate = screwdriver.disallow` to always disallow rotation
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* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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delivered with Minetest Game, to keep them compatible with other mods.
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`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
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* Registers a stair.
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* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
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* `groups`: see [Known damage and digging time defining groups]
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* `images`: see [Tile definition]
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* `description`: used for the description field in the stair's definition
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* `sounds`: see [#Default sounds]
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`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
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* Registers a slabs
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* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
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* `groups`: see [Known damage and digging time defining groups]
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* `images`: see [Tile definition]
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* `description`: used for the description field in the stair's definition
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* `sounds`: see [#Default sounds]
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`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
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* A wrapper for stairs.register_stair and stairs.register_slab
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* Uses almost the same arguments as stairs.register_stair
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* `desc_stair`: Description for stair node
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* `desc_slab`: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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`xpanes.register_pane(subname, def)`
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* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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* `def`: See [#Pane definition]
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###Pane definition
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{
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
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groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
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sounds = SoundSpec, -- See [#Default sounds]
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recipe = {{"","","","","","","","",""}}, -- Recipe field only
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}
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Raillike definitions
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--------------------
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The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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| Node type | Raillike group name
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|-----------------------|---------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
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| tnt:gunpowder_burning | "gunpowder"
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Example:
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If you want to add a new rail type and want it to connect with default:rail,
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add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
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of your node.
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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* `default.node_sound_defaults()`
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* `default.node_sound_stone_defaults()`
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* `default.node_sound_dirt_defaults()`
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* `default.node_sound_sand_defaults()`
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* `default.node_sound_wood_defaults()`
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* `default.node_sound_leaves_defaults()`
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* `default.node_sound_glass_defaults()`
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Default constants
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-----------------
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`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
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Player API
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----------
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The player API can register player models and update the player's appearence
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`default.player_register_model(name, def)`
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* Register a new model to be used by players.
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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`default.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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`default.player_set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_register_model()
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`default.player_set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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`default.player_set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
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default.player_get_animation(player)
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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###Model Definition
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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}
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the `leafdecay` group.
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The rating of the group determines how far from a node in the group `tree`
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the node can be without decaying.
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If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
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the player places a node of that kind, you will want to set `param2 = 1` or so.
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The function `default.after_place_leaves` can be set as `after_place_node of a node`
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to set param2 to 1 if the player places the node (should not be used for nodes
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that use param2 otherwise (e.g. facedir)).
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If the node is in the `leafdecay_drop` group then it will always be dropped as an
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item.
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Dyes
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----
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To make recipes that will work with any dye ever made by anybody, define
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them based on groups. You can select any group of groups, based on your need for
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amount of colors.
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###Color groups
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Base color groups:
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* `basecolor_white`
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* `basecolor_grey`
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* `basecolor_black`
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* `basecolor_red`
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* `basecolor_yellow`
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* `basecolor_green`
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* `basecolor_cyan`
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* `basecolor_blue`
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* `basecolor_magenta`
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Extended color groups ( * means also base color )
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* `excolor_white` *
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* `excolor_lightgrey`
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* `excolor_grey` *
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* `excolor_darkgrey`
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* `excolor_black` *
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* `excolor_red` *
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* `excolor_orange`
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* `excolor_yellow` *
|
|
* `excolor_lime`
|
|
* `excolor_green` *
|
|
* `excolor_aqua`
|
|
* `excolor_cyan` *
|
|
* `excolor_sky_blue`
|
|
* `excolor_blue` *
|
|
* `excolor_violet`
|
|
* `excolor_magenta` *
|
|
* `excolor_red_violet`
|
|
|
|
The whole unifieddyes palette as groups:
|
|
|
|
* `unicolor_<excolor>`
|
|
|
|
For the following, no white/grey/black is allowed:
|
|
|
|
* `unicolor_medium_<excolor>`
|
|
* `unicolor_dark_<excolor>`
|
|
* `unicolor_light_<excolor>`
|
|
* `unicolor_<excolor>_s50`
|
|
* `unicolor_medium_<excolor>_s50`
|
|
* `unicolor_dark_<excolor>_s50`
|
|
|
|
Example of one shapeless recipe using a color group:
|
|
|
|
minetest.register_craft({
|
|
type = "shapeless",
|
|
output = '<mod>:item_yellow',
|
|
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
|
})
|
|
|
|
###Color lists
|
|
|
|
* `dye.basecolors` are an array containing the names of available base colors
|
|
|
|
* `dye.excolors` are an array containing the names of the available extended colors
|
|
|
|
Trees
|
|
-----
|
|
|
|
* `default.grow_tree(pos, is_apple_tree)`
|
|
* Grows a mgv6 tree or apple tree at pos
|
|
|
|
* `default.grow_jungle_tree(pos)`
|
|
* Grows a mgv6 jungletree at pos
|
|
|
|
* `default.grow_pine_tree(pos)`
|
|
* Grows a mgv6 pinetree at pos
|
|
|
|
* `default.grow_new_apple_tree(pos)`
|
|
* Grows a new design apple tree at pos
|
|
|
|
* `default.grow_new_jungle_tree(pos)`
|
|
* Grows a new design jungle tree at pos
|
|
|
|
* `default.grow_new_pine_tree(pos)`
|
|
* Grows a new design pine tree at pos
|
|
|
|
* `default.grow_new_acacia_tree(pos)`
|
|
* Grows a new design acacia tree at pos
|
|
|
|
* `default.grow_new_aspen_tree(pos)`
|
|
* Grows a new design aspen tree at pos
|
|
|
|
* `default.grow_new_snowy_pine_tree(pos)`
|
|
* Grows a new design snowy pine tree at pos
|