Update lua_api.html

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@ -4,7 +4,7 @@ layout: default
---
<div class='notice'>
<h2>This is lua_api.txt nicely formated: I did not write this</h2>
This page was last updated 19/February/2017.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div>
This page was last updated 23/April/2017.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div>
<h2 id="table-of-contents">Table of Contents</h2>
<div class="toc">
<ul>
@ -166,6 +166,8 @@ This page was last updated 19/February/2017.<br />See <a href="https://github.co
</li>
<li><a href="#elements">Elements</a><ul>
<li><a href="#sizewhfixed_size">size[&lt;W&gt;,&lt;H&gt;,&lt;fixed_size&gt;]</a></li>
<li><a href="#positionxy">position[&lt;X&gt;,&lt;Y&gt;]</a></li>
<li><a href="#anchorxy">anchor[&lt;X&gt;,&lt;Y&gt;]</a></li>
<li><a href="#containerxy">container[&lt;X&gt;,&lt;Y&gt;]</a></li>
<li><a href="#container_end">container_end[]</a></li>
<li><a href="#listinventory-locationlist-namexywh">list[&lt;inventory location&gt;;&lt;list name&gt;;&lt;X&gt;,&lt;Y&gt;;&lt;W&gt;,&lt;H&gt;;]</a></li>
@ -386,7 +388,7 @@ source code patches to <a href="mailto:celeron55@gmail.com">celeron55@gmail.com<
<ul>
<li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li>
<li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li>
</ul>This page was last updated 19/February/2017.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2>
</ul>This page was last updated 23/April/2017.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2>
<p>If you have any difficulty in understanding this, please read
<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
<h2 id="startup">Startup</h2>
@ -968,6 +970,10 @@ paramtype2 == "colorwallmounted"
The first five bits of `param2` tells which color
is picked from the palette.
The palette should have 32 pixels.
paramtype2 == "glasslikeliquidlevel"
^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
param2 defines 64 levels of internal liquid.
Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
collision_box = {
type = "fixed",
fixed = {
@ -1425,9 +1431,8 @@ effective towards.</p>
</ul>
</li>
<li><a class="anchor" href="#dig_immediate" name="dig_immediate">#</a><code>dig_immediate</code>: (player can always pick up node without tool wear)<ul>
<li><a class="anchor" href="#2" name="2">#</a><code>2</code>: node is removed without tool wear after 0.5 seconds or so
(rail, sign)</li>
<li><a class="anchor" href="#3" name="3">#</a><code>3</code>: node is removed without tool wear immediately (torch)</li>
<li><a class="anchor" href="#2" name="2">#</a><code>2</code>: node is removed without tool wear after 0.5 seconds (rail, sign)</li>
<li><a class="anchor" href="#3" name="3">#</a><code>3</code>: node is removed without tool wear after 0.15 seconds (torch)</li>
</ul>
</li>
<li><a class="anchor" href="#disable_jump" name="disable_jump">#</a><code>disable_jump</code>: Player (and possibly other things) cannot jump from node</li>
@ -1654,6 +1659,9 @@ meta:from_table({
<p>Some of the values in the key-value store are handled specially:</p>
<ul>
<li><a class="anchor" href="#description" name="description">#</a><code>description</code>: Set the itemstack's description. Defaults to idef.description</li>
<li><a class="anchor" href="#color" name="color">#</a><code>color</code>: A <code>ColorString</code>, which sets the stack's color.</li>
<li><a class="anchor" href="#palette_index" name="palette_index">#</a><code>palette_index</code>: If the item has a palette, this is used to get the
current color from the palette.</li>
</ul>
<p>Example stuff:</p>
<pre><code>local meta = stack:get_meta()
@ -1692,6 +1700,18 @@ list[current_player;craftpreview;7,1;1,1;]
<li><a class="anchor" href="#fixed_size" name="fixed_size">#</a><code>fixed_size</code>: <code>true</code>/<code>false</code> (optional)</li>
<li><a class="anchor" href="#invsizeWH" name="invsizeWH">#</a>deprecated: <code>invsize[&lt;W&gt;,&lt;H&gt;;]</code></li>
</ul>
<h4 id="positionxy"><code>position[&lt;X&gt;,&lt;Y&gt;]</code></h4>
<ul>
<li>Define the position of the formspec</li>
<li>A value between 0.0 and 1.0 represents a position inside the screen</li>
<li>The default value is the center of the screen (0.5, 0.5)</li>
</ul>
<h4 id="anchorxy"><code>anchor[&lt;X&gt;,&lt;Y&gt;]</code></h4>
<ul>
<li>Define the anchor of the formspec</li>
<li>A value between 0.0 and 1.0 represents an anchor inside the formspec</li>
<li>The default value is the center of the formspec (0.5, 0.5)</li>
</ul>
<h4 id="containerxy"><code>container[&lt;X&gt;,&lt;Y&gt;]</code></h4>
<ul>
<li>Start of a container block, moves all physical elements in the container by (X, Y)</li>
@ -1924,7 +1944,7 @@ list[current_player;craftpreview;7,1;1,1;]
<li>Simple colored semitransparent box</li>
<li><a class="anchor" href="#x_12" name="x_12">#</a><code>x</code> and <code>y</code> position the box relative to the top left of the menu</li>
<li><a class="anchor" href="#w_6" name="w_6">#</a><code>w</code> and <code>h</code> are the size of box</li>
<li><a class="anchor" href="#color" name="color">#</a><code>color</code> is color specified as a <code>ColorString</code></li>
<li><a class="anchor" href="#color_1" name="color_1">#</a><code>color</code> is color specified as a <code>ColorString</code></li>
</ul>
<h4 id="dropdownxywnameitem-1item-2-item-nselected-idx"><code>dropdown[&lt;X&gt;,&lt;Y&gt;;&lt;W&gt;;&lt;name&gt;;&lt;item 1&gt;,&lt;item 2&gt;, ...,&lt;item n&gt;;&lt;selected idx&gt;]</code></h4>
<ul>
@ -2009,7 +2029,7 @@ list[current_player;craftpreview;7,1;1,1;]
<li><a class="anchor" href="#text_6" name="text_6">#</a>Types: <code>text</code>, <code>image</code>, <code>color</code>, <code>indent</code>, <code>tree</code><ul>
<li><a class="anchor" href="#text_7" name="text_7">#</a><code>text</code>: show cell contents as text</li>
<li><a class="anchor" href="#image_1" name="image_1">#</a><code>image</code>: cell contents are an image index, use column options to define images</li>
<li><a class="anchor" href="#color_1" name="color_1">#</a><code>color</code>: cell contents are a ColorString and define color of following cell</li>
<li><a class="anchor" href="#color_2" name="color_2">#</a><code>color</code>: cell contents are a ColorString and define color of following cell</li>
<li><a class="anchor" href="#indent" name="indent">#</a><code>indent</code>: cell contents are a number and define indentation of following cell</li>
<li><a class="anchor" href="#tree" name="tree">#</a><code>tree</code>: same as indent, but user can open and close subtrees (treeview-like)</li>
</ul>
@ -2036,7 +2056,7 @@ list[current_player;craftpreview;7,1;1,1;]
non-numeric cells are treated as <code>0</code>.</li>
</ul>
</li>
<li><a class="anchor" href="#color_2" name="color_2">#</a><code>color</code> column options:<ul>
<li><a class="anchor" href="#color_3" name="color_3">#</a><code>color</code> column options:<ul>
<li><a class="anchor" href="#spanvalue" name="spanvalue">#</a><code>span=&lt;value&gt;</code>: number of following columns to affect (default: infinite)</li>
</ul>
</li>
@ -2090,10 +2110,16 @@ The following functions provide escape sequences:
<code>core.get_color_escape_sequence(color) ..
message ..
core.get_color_escape_sequence("#ffffff")</code>
* <code>color.get_background_escape_sequence(color)</code>
<em> <code>color.get_background_escape_sequence(color)</code>
* <code>color</code> is a ColorString
* The escape sequence sets the background of the whole text element to
<code>color</code>. Only defined for item descriptions and tooltips.</p>
<code>color</code>. Only defined for item descriptions and tooltips.
</em> <code>color.strip_foreground_colors(str)</code>
* Removes foreground colors added by <code>get_color_escape_sequence</code>.
<em> <code>color.strip_background_colors(str)</code>
* Removes background colors added by <code>get_background_escape_sequence</code>.
</em> <code>color.strip_colors(str)</code>
* Removes all color escape sequences.</p>
<h2 id="spatial-vectors">Spatial Vectors</h2>
<ul>
<li><a class="anchor" href="#vectornewabc" name="vectornewabc">#</a><code>vector.new(a[, b, c])</code>: returns a vector:<ul>
@ -2167,7 +2193,7 @@ The following functions provide escape sequences:
</ul>
</li>
<li><a class="anchor" href="#minetestis_yesarg" name="minetestis_yesarg">#</a><code>minetest.is_yes(arg)</code><ul>
<li><a class="anchor" href="#arg" name="arg">#</a>returns whether <code>arg</code> can be interpreted as yes</li>
<li>returns true if passed 'y', 'yes', 'true' or a number that isn't zero.</li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_us_time" name="minetestget_us_time">#</a><code>minetest.get_us_time()</code><ul>
@ -2178,6 +2204,10 @@ The following functions provide escape sequences:
<li><a class="anchor" href="#table_2" name="table_2">#</a>returns a deep copy of <code>table</code></li>
</ul>
</li>
<li><a class="anchor" href="#minetestpointed_thing_to_face_posplacerpointed_thing" name="minetestpointed_thing_to_face_posplacerpointed_thing">#</a><code>minetest.pointed_thing_to_face_pos(placer, pointed_thing)</code>: returns a position<ul>
<li>returns the exact position on the surface of a pointed node</li>
</ul>
</li>
</ul>
<h2 id="minetest-namespace-reference"><code>minetest</code> namespace reference</h2>
<h3 id="utilities">Utilities</h3>
@ -2196,57 +2226,73 @@ The following functions provide escape sequences:
</ul>
</li>
<li><a class="anchor" href="#minetestis_singleplayer" name="minetestis_singleplayer">#</a><code>minetest.is_singleplayer()</code></li>
<li><a class="anchor" href="#minetestfeatures" name="minetestfeatures">#</a><code>minetest.features</code><ul>
<li><a class="anchor" href="#footruebartrue" name="footruebartrue">#</a>Table containing API feature flags: <code>{foo=true, bar=true}</code></li>
</ul>
</li>
<li><a class="anchor" href="#minetestfeatures" name="minetestfeatures">#</a><code>minetest.features</code>: Table containing API feature flags
{
glasslike_framed = true,
nodebox_as_selectionbox = true,
chat_send_player_param3 = true,
get_all_craft_recipes_works = true,
use_texture_alpha = true,
-- ^ The transparency channel of textures can be used optionally
no_legacy_abms = true,
-- ^ Tree and grass ABMs are no longer done from C++
texture_names_parens = true,
-- ^ Texture grouping is possible using parentheses
area_store_custom_ids = true,
-- ^ Unique Area ID for AreaStore:insert_area
add_entity_with_staticdata = true,
-- ^ add_entity supports passing initial staticdata to on_activate
no_chat_message_prediction = true,
-- ^ Chat messages are no longer predicted
}</li>
<li><a class="anchor" href="#minetesthas_featurearg" name="minetesthas_featurearg">#</a><code>minetest.has_feature(arg)</code>: returns <code>boolean, missing_features</code><ul>
<li><a class="anchor" href="#arg_1" name="arg_1">#</a><code>arg</code>: string or table in format <code>{foo=true, bar=true}</code></li>
<li><a class="anchor" href="#arg" name="arg">#</a><code>arg</code>: string or table in format <code>{foo=true, bar=true}</code></li>
<li><a class="anchor" href="#missing_features" name="missing_features">#</a><code>missing_features</code>: <code>{foo=true, bar=true}</code></li>
</ul>
</li>
<li><a class="anchor" href="#minetestget_player_informationplayer_name" name="minetestget_player_informationplayer_name">#</a><code>minetest.get_player_information(player_name)</code>: returns a table containing
information about player. Example return value:
{
address = "127.0.0.1", -- IP address of client
ip_version = 4, -- IPv4 / IPv6
min_rtt = 0.01, -- minimum round trip time
max_rtt = 0.2, -- maximum round trip time
avg_rtt = 0.02, -- average round trip time
min_jitter = 0.01, -- minimum packet time jitter
max_jitter = 0.5, -- maximum packet time jitter
avg_jitter = 0.03, -- average packet time jitter
connection_uptime = 200, -- seconds since client connected<pre><code> -- following information is available on debug build only!!!
-- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client
--prot_vers = 23, -- protocol version used by client
--major = 0, -- major version number
--minor = 4, -- minor version number
--patch = 10, -- patch version number
--vers_string = "0.4.9-git", -- full version string
--state = "Active" -- current client state
}
<li><a class="anchor" href="#minetestget_player_informationplayer_name" name="minetestget_player_informationplayer_name">#</a><code>minetest.get_player_information(player_name)</code>:<ul>
<li><a class="anchor" href="#followinginformationisavailableondebugbuildonlyDONOTUSEINMODSser_vers26serializationversionusedbyclientprot_vers23protocolversionusedbyclientmajor0majorversionnumberminor4minorversionnumberpatch10patchversionnumbervers_string049gitfullversionstringstateActivecurrentclientstate" name="followinginformationisavailableondebugbuildonlyDONOTUSEINMODSser_vers26serializationversionusedbyclientprot_vers23protocolversionusedbyclientmajor0majorversionnumberminor4minorversionnumberpatch10patchversionnumbervers_string049gitfullversionstringstateActivecurrentclientstate">#</a>Returns a table containing information about a player
Example return value:
{
address = "127.0.0.1", -- IP address of client
ip_version = 4, -- IPv4 / IPv6
min_rtt = 0.01, -- minimum round trip time
max_rtt = 0.2, -- maximum round trip time
avg_rtt = 0.02, -- average round trip time
min_jitter = 0.01, -- minimum packet time jitter
max_jitter = 0.5, -- maximum packet time jitter
avg_jitter = 0.03, -- average packet time jitter
connection_uptime = 200, -- seconds since client connected<pre><code>-- following information is available on debug build only!!!
-- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client
--prot_vers = 23, -- protocol version used by client
--major = 0, -- major version number
--minor = 4, -- minor version number
--patch = 10, -- patch version number
--vers_string = "0.4.9-git", -- full version string
--state = "Active" -- current client state
</code></pre>
<ul>
<li><a class="anchor" href="#minetestmkdirpath" name="minetestmkdirpath">#</a><code>minetest.mkdir(path)</code>: returns success.</li>
<li><a class="anchor" href="#path" name="path">#</a>Creates a directory specified by <code>path</code>, creating parent directories
if they don't exist.</li>
<li><a class="anchor" href="#minetestget_dir_listpathis_dir" name="minetestget_dir_listpathis_dir">#</a><code>minetest.get_dir_list(path, [is_dir])</code>: returns list of entry names</li>
<li>is_dir is one of:</li>
<li>nil: return all entries,</li>
<li>true: return only subdirectory names, or</li>
<li>false: return only file names.</li>
<li><a class="anchor" href="#minetestget_version" name="minetestget_version">#</a><code>minetest.get_version()</code>: returns a table containing components of the
engine version. Components:</li>
<li><a class="anchor" href="#project" name="project">#</a><code>project</code>: Name of the project, eg, "Minetest"</li>
<li><a class="anchor" href="#string" name="string">#</a><code>string</code>: Simple version, eg, "1.2.3-dev"</li>
<li><a class="anchor" href="#hash" name="hash">#</a><code>hash</code>: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
<p>}
<em> <code>minetest.mkdir(path)</code>: returns success.
* Creates a directory specified by <code>path</code>, creating parent directories
if they don't exist.
</em> <code>minetest.get_dir_list(path, [is_dir])</code>: returns list of entry names
* is_dir is one of:
* nil: return all entries,
* true: return only subdirectory names, or
* false: return only file names.
* <code>minetest.get_version()</code>: returns a table containing components of the
engine version. Components:
* <code>project</code>: Name of the project, eg, "Minetest"
* <code>string</code>: Simple version, eg, "1.2.3-dev"
* <code>hash</code>: 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:
<code>if core.nodeupdate then ... end</code>.</li>
<code>if core.nodeupdate then ... end</code>.</p>
</li>
</ul>
</li>
</ul>
@ -2575,12 +2621,17 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li><a class="anchor" href="#true_9" name="true_9">#</a>Returns <code>true</code> if successful, <code>false</code> on failure (e.g. protected location)</li>
</ul>
</li>
<li><a class="anchor" href="#minetestpunch_nodepos" name="minetestpunch_nodepos">#</a>
<p><code>minetest.punch_node(pos)</code></p>
<ul>
<li><a class="anchor" href="#minetestpunch_nodepos" name="minetestpunch_nodepos">#</a><code>minetest.punch_node(pos)</code><ul>
<li>Punch node with the same effects that a player would cause</li>
</ul>
</li>
<li><a class="anchor" href="#minetestspawn_falling_nodepos" name="minetestspawn_falling_nodepos">#</a>
<p><code>minetest.spawn_falling_node(pos)</code></p>
<ul>
<li>Change node into falling node</li>
<li><a class="anchor" href="#true_10" name="true_10">#</a>Returns <code>true</code> if successful, <code>false</code> on failure</li>
</ul>
</li>
<li><a class="anchor" href="#minetestfind_nodes_with_metapos1pos2" name="minetestfind_nodes_with_metapos1pos2">#</a>
<p><code>minetest.find_nodes_with_meta(pos1, pos2)</code></p>
<ul>
@ -2815,6 +2866,24 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li>can be negative for decreasing</li>
</ul>
</li>
<li><a class="anchor" href="#minetestfix_lightpos1pos2" name="minetestfix_lightpos1pos2">#</a><code>minetest.fix_light(pos1, pos2)</code>: returns <code>true</code>/<code>false</code><ul>
<li>resets the light in a cuboid-shaped part of
the map and removes lighting bugs.</li>
<li>Loads the area if it is not loaded.</li>
<li><a class="anchor" href="#pos1_7" name="pos1_7">#</a><code>pos1</code> is the corner of the cuboid with the least coordinates
(in node coordinates), inclusive.</li>
<li><a class="anchor" href="#pos2_2" name="pos2_2">#</a><code>pos2</code> is the opposite corner of the cuboid, inclusive.</li>
<li>The actual updated cuboid might be larger than the specified one,
because only whole map blocks can be updated.
The actual updated area consists of those map blocks that intersect
with the given cuboid.</li>
<li>However, the neighborhood of the updated area might change
as well, as light can spread out of the cuboid, also light
might be removed.</li>
<li><a class="anchor" href="#false_1" name="false_1">#</a>returns <code>false</code> if the area is not fully generated,
<code>true</code> otherwise</li>
</ul>
</li>
<li><a class="anchor" href="#corecheck_single_for_fallingpos" name="corecheck_single_for_fallingpos">#</a><code>core.check_single_for_falling(pos)</code><ul>
<li><a class="anchor" href="#groupfalling_node" name="groupfalling_node">#</a>causes an unsupported <code>group:falling_node</code> node to fall and causes an
unattached <code>group:attached_node</code> node to fall.</li>
@ -3075,10 +3144,18 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
</ul>
<h3 id="server">Server</h3>
<ul>
<li><a class="anchor" href="#minetestrequest_shutdownmessagereconnect" name="minetestrequest_shutdownmessagereconnect">#</a><code>minetest.request_shutdown([message],[reconnect])</code>: request for server shutdown. Will display <code>message</code> to clients,
and <code>reconnect</code> == true displays a reconnect button.</li>
<li><a class="anchor" href="#minetestrequest_shutdownmessagereconnectdelay" name="minetestrequest_shutdownmessagereconnectdelay">#</a><code>minetest.request_shutdown([message],[reconnect],[delay])</code>: request for server shutdown. Will display <code>message</code> to clients,
<code>reconnect</code> == true displays a reconnect button,
<code>delay</code> adds an optional delay (in seconds) before shutdown
negative delay cancels the current active shutdown
zero delay triggers an immediate shutdown.</li>
<li><a class="anchor" href="#minetestcancel_shutdown_requests" name="minetestcancel_shutdown_requests">#</a><code>minetest.cancel_shutdown_requests()</code>: cancel current delayed shutdown</li>
<li><a class="anchor" href="#minetestget_server_status" name="minetestget_server_status">#</a><code>minetest.get_server_status()</code>: returns server status string</li>
<li><a class="anchor" href="#minetestget_server_uptime" name="minetestget_server_uptime">#</a><code>minetest.get_server_uptime()</code>: returns the server uptime in seconds</li>
<li><a class="anchor" href="#minetestremove_playername" name="minetestremove_playername">#</a><code>minetest.remove_player(name)</code>: remove player from database (if he is not connected).<ul>
<li>Returns a code (0: successful, 1: no such player, 2: player is connected)</li>
</ul>
</li>
</ul>
<h3 id="bans">Bans</h3>
<ul>
@ -3272,7 +3349,7 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li><a class="anchor" href="#minetestwrite_jsondatastyled" name="minetestwrite_jsondatastyled">#</a><code>minetest.write_json(data[, styled])</code>: returns a string or <code>nil</code> and an error message<ul>
<li>Convert a Lua table into a JSON string</li>
<li>styled: Outputs in a human-readable format if this is set, defaults to false</li>
<li>Unserializable things like functions and userdata are saved as null.</li>
<li>Unserializable things like functions and userdata will cause an error.</li>
<li><strong>Warning</strong>: JSON is more strict than the Lua table format.<ol>
<li>You can only use strings and positive integers of at least one as keys.</li>
<li>You can not mix string and integer keys.
@ -3290,7 +3367,7 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
</li>
<li><a class="anchor" href="#minetestdeserializestring" name="minetestdeserializestring">#</a><code>minetest.deserialize(string)</code>: returns a table<ul>
<li><a class="anchor" href="#minetestdeserialize" name="minetestdeserialize">#</a>Convert a string returned by <code>minetest.deserialize</code> into a table</li>
<li><a class="anchor" href="#string_1" name="string_1">#</a><code>string</code> is loaded in an empty sandbox environment.</li>
<li><a class="anchor" href="#string" name="string">#</a><code>string</code> is loaded in an empty sandbox environment.</li>
<li>Will load functions, but they cannot access the global environment.</li>
<li><a class="anchor" href="#deserializereturnfoobar" name="deserializereturnfoobar">#</a>Example: <code>deserialize('return { ["foo"] = "bar" }')</code>, returns <code>{foo='bar'}</code></li>
<li><a class="anchor" href="#deserializeprintfoo" name="deserializeprintfoo">#</a>Example: <code>deserialize('print("foo")')</code>, returns <code>nil</code> (function call fails)<ul>
@ -3378,7 +3455,7 @@ end
<p><code>minetest.forceload_block(pos[, transient])</code></p>
<ul>
<li><a class="anchor" href="#pos_5" name="pos_5">#</a>forceloads the position <code>pos</code>.</li>
<li><a class="anchor" href="#true_10" name="true_10">#</a>returns <code>true</code> if area could be forceloaded</li>
<li><a class="anchor" href="#true_11" name="true_11">#</a>returns <code>true</code> if area could be forceloaded</li>
<li><a class="anchor" href="#transient" name="transient">#</a>If <code>transient</code> is <code>false</code> or absent, the forceload will be persistent
(saved between server runs). If <code>true</code>, the forceload will be transient
(not saved between server runs).</li>
@ -3485,7 +3562,11 @@ end
<li><a class="anchor" href="#from_tablenilor" name="from_tablenilor">#</a><code>from_table(nil or {})</code><ul>
<li>Any non-table value will clear the metadata</li>
<li>See "Node Metadata" for an example</li>
<li><a class="anchor" href="#true_11" name="true_11">#</a>returns <code>true</code> on success</li>
<li><a class="anchor" href="#true_12" name="true_12">#</a>returns <code>true</code> on success</li>
</ul>
</li>
<li><a class="anchor" href="#equalsother" name="equalsother">#</a><code>equals(other)</code><ul>
<li><a class="anchor" href="#true_13" name="true_13">#</a>returns <code>true</code> if this metadata has the same key-value pairs as <code>other</code></li>
</ul>
</li>
</ul>
@ -3541,7 +3622,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
</ul>
</li>
<li><a class="anchor" href="#is_started" name="is_started">#</a><code>is_started()</code>: returns boolean state of timer<ul>
<li><a class="anchor" href="#true_12" name="true_12">#</a>returns <code>true</code> if timer is started, otherwise <code>false</code></li>
<li><a class="anchor" href="#true_14" name="true_14">#</a>returns <code>true</code> if timer is started, otherwise <code>false</code></li>
</ul>
</li>
</ul>
@ -3694,7 +3775,11 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<li><a class="anchor" href="#jump" name="jump">#</a><code>jump</code>: multiplier to default jump value (default: <code>1</code>)</li>
<li><a class="anchor" href="#gravity" name="gravity">#</a><code>gravity</code>: multiplier to default gravity value (default: <code>1</code>)</li>
<li><a class="anchor" href="#sneak" name="sneak">#</a><code>sneak</code>: whether player can sneak (default: <code>true</code>)</li>
<li><a class="anchor" href="#sneak_glitch" name="sneak_glitch">#</a><code>sneak_glitch</code>: whether player can use the sneak glitch (default: <code>true</code>)</li>
<li><a class="anchor" href="#sneak_glitch" name="sneak_glitch">#</a><code>sneak_glitch</code>: whether player can use the new move code replications
of the old sneak side-effects: sneak ladders and 2 node sneak jump
(default: <code>false</code>)</li>
<li><a class="anchor" href="#new_move" name="new_move">#</a><code>new_move</code>: use new move/sneak code. When <code>false</code> the exact old code
is used for the specific old sneak behaviour (default: <code>true</code>)</li>
</ul>
</li>
</ul>
@ -3710,7 +3795,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<li><a class="anchor" href="#hud_getid" name="hud_getid">#</a><code>hud_get(id)</code>: gets the HUD element definition structure of the specified ID</li>
<li><a class="anchor" href="#hud_set_flagsflags" name="hud_set_flagsflags">#</a><code>hud_set_flags(flags)</code>: sets specified HUD flags to <code>true</code>/<code>false</code><ul>
<li><a class="anchor" href="#flags_4" name="flags_4">#</a><code>flags</code>: (is visible) <code>hotbar</code>, <code>healthbar</code>, <code>crosshair</code>, <code>wielditem</code>, <code>minimap</code></li>
<li><a class="anchor" href="#true_13" name="true_13">#</a>pass a table containing a <code>true</code>/<code>false</code> value of each flag to be set or unset</li>
<li><a class="anchor" href="#true_15" name="true_15">#</a>pass a table containing a <code>true</code>/<code>false</code> value of each flag to be set or unset</li>
<li><a class="anchor" href="#nil_6" name="nil_6">#</a>if a flag equals <code>nil</code>, the flag is not modified</li>
<li><a class="anchor" href="#minimap" name="minimap">#</a>note that setting <code>minimap</code> modifies the client's permission to view the minimap -</li>
<li>the client may locally elect to not view the minimap</li>
@ -3777,7 +3862,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<li><a class="anchor" href="#is_emptylistname" name="is_emptylistname">#</a><code>is_empty(listname)</code>: return <code>true</code> if list is empty</li>
<li><a class="anchor" href="#get_sizelistname" name="get_sizelistname">#</a><code>get_size(listname)</code>: get size of a list</li>
<li><a class="anchor" href="#set_sizelistnamesize" name="set_sizelistnamesize">#</a><code>set_size(listname, size)</code>: set size of a list<ul>
<li><a class="anchor" href="#false_1" name="false_1">#</a>returns <code>false</code> on error (e.g. invalid <code>listname</code> or <code>size</code>)</li>
<li><a class="anchor" href="#false_2" name="false_2">#</a>returns <code>false</code> on error (e.g. invalid <code>listname</code> or <code>size</code>)</li>
</ul>
</li>
<li><a class="anchor" href="#get_widthlistname" name="get_widthlistname">#</a><code>get_width(listname)</code>: get width of a list</li>
@ -4009,8 +4094,6 @@ otherwise explicitly stated.</p>
format as produced by get_data() et al. and is <em>not required</em> to be a table retrieved from get_data().</p>
<p>Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
to the map by calling <code>VoxelManip:write_to_map()</code>.</p>
<p>Finally, a call to <code>VoxelManip:update_map()</code> is required to re-calculate lighting and set the blocks
as being modified so that connected clients are sent the updated parts of map.</p>
<h5 id="flat-array-format">Flat array format</h5>
<p>Let
<code>Nx = p2.X - p1.X + 1</code>,
@ -4062,8 +4145,6 @@ but with a few differences:</p>
will also update the Mapgen VoxelManip object's internal state active on the current thread.</li>
<li><a class="anchor" href="#VoxelManipcalc_lighting" name="VoxelManipcalc_lighting">#</a>After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
information using either: <code>VoxelManip:calc_lighting()</code> or <code>VoxelManip:set_lighting()</code>.</li>
<li><a class="anchor" href="#VoxelManipupdate_map" name="VoxelManipupdate_map">#</a><code>VoxelManip:update_map()</code> does not need to be called after <code>write_to_map()</code>. The map update is performed
automatically after all on_generated callbacks have been run for that generated block.</li>
</ul>
<h5 id="other-api-functions-operating-on-a-voxelmanip">Other API functions operating on a VoxelManip</h5>
<p>If any VoxelManip contents were set to a liquid node, <code>VoxelManip:update_liquids()</code> must be called
@ -4098,8 +4179,14 @@ will place the schematic inside of the VoxelManip.</p>
<li><a class="anchor" href="#pmin" name="pmin">#</a>returns actual emerged <code>pmin</code>, actual emerged <code>pmax</code></li>
</ul>
</li>
<li><a class="anchor" href="#write_to_map" name="write_to_map">#</a><code>write_to_map()</code>: Writes the data loaded from the <code>VoxelManip</code> back to the map.<ul>
<li><a class="anchor" href="#write_to_maplight" name="write_to_maplight">#</a><code>write_to_map([light])</code>: Writes the data loaded from the <code>VoxelManip</code> back to the map.<ul>
<li><a class="anchor" href="#VoxelManipset_data" name="VoxelManipset_data">#</a><strong>important</strong>: data must be set using <code>VoxelManip:set_data()</code> before calling this</li>
<li><a class="anchor" href="#light" name="light">#</a>if <code>light</code> is true, then lighting is automatically recalculated.
The default value is true.
If <code>light</code> is false, no light calculations happen, and you should correct
all modified blocks with <code>minetest.fix_light()</code> as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs. </li>
</ul>
</li>
<li><a class="anchor" href="#get_node_atpos" name="get_node_atpos">#</a><code>get_node_at(pos)</code>: Returns a <code>MapNode</code> table of the node currently loaded in
@ -4111,14 +4198,10 @@ will place the schematic inside of the VoxelManip.</p>
</ul>
</li>
<li><a class="anchor" href="#set_datadata" name="set_datadata">#</a><code>set_data(data)</code>: Sets the data contents of the <code>VoxelManip</code> object</li>
<li><a class="anchor" href="#update_map" name="update_map">#</a><code>update_map()</code>: Update map after writing chunk back to map.<ul>
<li><a class="anchor" href="#VoxelManip" name="VoxelManip">#</a>To be used only by <code>VoxelManip</code> objects created by the mod itself;
not a <code>VoxelManip</code> that was retrieved from <code>minetest.get_mapgen_object</code></li>
</ul>
</li>
<li><a class="anchor" href="#update_map" name="update_map">#</a><code>update_map()</code>: Does nothing, kept for compatibility.</li>
<li><a class="anchor" href="#set_lightinglightp1p2" name="set_lightinglightp1p2">#</a><code>set_lighting(light, [p1, p2])</code>: Set the lighting within the <code>VoxelManip</code> to a uniform value<ul>
<li><a class="anchor" href="#light" name="light">#</a><code>light</code> is a table, <code>{day=&lt;0...15&gt;, night=&lt;0...15&gt;}</code></li>
<li><a class="anchor" href="#VoxelManip_1" name="VoxelManip_1">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#light_1" name="light_1">#</a><code>light</code> is a table, <code>{day=&lt;0...15&gt;, night=&lt;0...15&gt;}</code></li>
<li><a class="anchor" href="#VoxelManip" name="VoxelManip">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#p1" name="p1">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set;
defaults to the whole area if left out</li>
</ul>
@ -4141,7 +4224,7 @@ will place the schematic inside of the VoxelManip.</p>
</li>
<li><a class="anchor" href="#set_param2_dataparam2_data" name="set_param2_dataparam2_data">#</a><code>set_param2_data(param2_data)</code>: Sets the <code>param2</code> contents of each node in the <code>VoxelManip</code></li>
<li><a class="anchor" href="#calc_lightingp1p2propagate_shadow" name="calc_lightingp1p2propagate_shadow">#</a><code>calc_lighting([p1, p2], [propagate_shadow])</code>: Calculate lighting within the <code>VoxelManip</code><ul>
<li><a class="anchor" href="#VoxelManip_2" name="VoxelManip_2">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#VoxelManip_1" name="VoxelManip_1">#</a>To be used only by a <code>VoxelManip</code> object from <code>minetest.get_mapgen_object</code></li>
<li><a class="anchor" href="#p1_1" name="p1_1">#</a>(<code>p1</code>, <code>p2</code>) is the area in which lighting is set; defaults to the whole area
if left out or nil</li>
<li><a class="anchor" href="#propagate_shadow" name="propagate_shadow">#</a><code>propagate_shadow</code> is an optional boolean deciding whether shadows in a generated
@ -4164,7 +4247,7 @@ The coordinates are <em>inclusive</em>, like most other things in Minetest.</p>
<code>MinEdge</code> and <code>MaxEdge</code></li>
<li><a class="anchor" href="#getVolume" name="getVolume">#</a><code>getVolume()</code>: returns the volume of the area formed by <code>MinEdge</code> and <code>MaxEdge</code></li>
<li><a class="anchor" href="#indexxyz" name="indexxyz">#</a><code>index(x, y, z)</code>: returns the index of an absolute position in a flat array starting at <code>1</code><ul>
<li><a class="anchor" href="#VoxelManip_3" name="VoxelManip_3">#</a>useful for things like <code>VoxelManip</code>, raw Schematic specifiers,
<li><a class="anchor" href="#VoxelManip_2" name="VoxelManip_2">#</a>useful for things like <code>VoxelManip</code>, raw Schematic specifiers,
<code>PerlinNoiseMap:get2d</code>/<code>3dMap</code>, and so on</li>
</ul>
</li>
@ -4438,6 +4521,19 @@ minetest.spawn_tree(pos,apple_tree)
{hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
wield_image = "",
palette = "",
--[[
^ An image file containing the palette of a node.
^ You can set the currently used color as the
^ "palette_index" field of the item stack metadata.
^ The palette is always stretched to fit indices
^ between 0 and 255, to ensure compatibility with
^ "colorfacedir" and "colorwallmounted" nodes.
]]
color = "0xFFFFFFFF",
--[[
^ The color of the item. The palette overrides this.
]]
wield_scale = {x = 1, y = 1, z = 1},
stack_max = 99,
range = 4.0,
@ -4561,13 +4657,20 @@ minetest.spawn_tree(pos,apple_tree)
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0, --[[
^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
^ For plantlike, the image will start at the bottom of the node; for the
^ other drawtypes, the image will be centered on the node.
^ Supported for drawtypes "plantlike", "signlike", "torchlike",
^ "firelike", "mesh".
^ For plantlike and firelike, the image will start at the bottom of the
^ node, for the other drawtypes the image will be centered on the node.
^ Note that positioning for "torchlike" may still change. ]]
tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
^ List can be shortened to needed length ]]
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Same as `tiles`, but these textures are drawn on top of the
^ base tiles. You can use this to colorize only specific parts of
^ your texture. If the texture name is an empty string, that
^ overlay is not drawn. Since such tiles are drawn twice, it
^ is not recommended to use overlays on very common nodes.
special_tiles = {tile definition 1, Tile definition 2}, --[[
^ Special textures of node; used rarely (old field name: special_materials)
^ List can be shortened to needed length ]]
@ -4656,6 +4759,13 @@ minetest.spawn_tree(pos,apple_tree)
^ Node destructor; called after removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_flood = func(pos, oldnode, newnode), --[[
^ Called when a liquid (newnode) is about to flood oldnode, if
^ it has `floodable = true` in the nodedef. Not called for bulk
^ node placement (i.e. schematics and VoxelManip) or air nodes. If
^ return true the node is not flooded, but on_flood callback will
^ most likely be called over and over again every liquid update
^ interval. Default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
^ Called after constructing node when node was placed using

View File

@ -0,0 +1,2 @@
graph LR
user_lc[User left clicks]

View File

@ -0,0 +1,22 @@
graph LR
user_rc[User right clicks]
user_rc --> run_on_place
run_on_place{Is def.on_place specified?}
run_on_place -->|Yes| run[Run custom on_place]
run --> done
run_on_place -->|No, defaults to minetest.item_place| is_rightclickable
is_rightclickable{Is pointing at right clickable node?}
is_rightclickable -->|Yes| is_sneaking
is_rightclickable -->|No| is_node
is_sneaking{Is sneaking?}
is_sneaking -->|Yes| is_node
is_sneaking -->|No| rightclick[Call Rightclick of pointed at node]
rightclick --> done
is_node{def.type is node?}
is_node -->|yes| place_node[Place Node]
is_node -->|no| done
place_node --> done