Update lua_api.html
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@ -4,7 +4,7 @@ layout: default
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---
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---
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<div class='notice'>
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<div class='notice'>
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<h2>This is lua_api.txt nicely formated: I did not write this</h2>
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<h2>This is lua_api.txt nicely formated: I did not write this</h2>
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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>
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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>
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<h2 id="table-of-contents">Table of Contents</h2>
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<h2 id="table-of-contents">Table of Contents</h2>
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<div class="toc">
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<div class="toc">
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<ul>
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<ul>
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@ -166,6 +166,8 @@ This page was last updated 19/February/2017.<br />See <a href="https://github.co
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</li>
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</li>
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<li><a href="#elements">Elements</a><ul>
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<li><a href="#elements">Elements</a><ul>
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<li><a href="#sizewhfixed_size">size[<W>,<H>,<fixed_size>]</a></li>
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<li><a href="#sizewhfixed_size">size[<W>,<H>,<fixed_size>]</a></li>
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<li><a href="#positionxy">position[<X>,<Y>]</a></li>
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<li><a href="#anchorxy">anchor[<X>,<Y>]</a></li>
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<li><a href="#containerxy">container[<X>,<Y>]</a></li>
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<li><a href="#containerxy">container[<X>,<Y>]</a></li>
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<li><a href="#container_end">container_end[]</a></li>
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<li><a href="#container_end">container_end[]</a></li>
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<li><a href="#listinventory-locationlist-namexywh">list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]</a></li>
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<li><a href="#listinventory-locationlist-namexywh">list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]</a></li>
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@ -386,7 +388,7 @@ source code patches to <a href="mailto:celeron55@gmail.com">celeron55@gmail.com<
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<ul>
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<ul>
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<li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li>
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<li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li>
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<li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li>
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<li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li>
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</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>
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</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>
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<p>If you have any difficulty in understanding this, please read
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<p>If you have any difficulty in understanding this, please read
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<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
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<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
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<h2 id="startup">Startup</h2>
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<h2 id="startup">Startup</h2>
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@ -968,6 +970,10 @@ paramtype2 == "colorwallmounted"
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The first five bits of `param2` tells which color
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The first five bits of `param2` tells which color
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is picked from the palette.
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is picked from the palette.
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The palette should have 32 pixels.
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The palette should have 32 pixels.
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paramtype2 == "glasslikeliquidlevel"
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^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
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param2 defines 64 levels of internal liquid.
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Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
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collision_box = {
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collision_box = {
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type = "fixed",
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type = "fixed",
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fixed = {
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fixed = {
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@ -1425,9 +1431,8 @@ effective towards.</p>
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</ul>
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</ul>
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</li>
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</li>
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<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>
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<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>
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<li><a class="anchor" href="#2" name="2">#</a><code>2</code>: node is removed without tool wear after 0.5 seconds or so
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<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>
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(rail, sign)</li>
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<li><a class="anchor" href="#3" name="3">#</a><code>3</code>: node is removed without tool wear after 0.15 seconds (torch)</li>
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<li><a class="anchor" href="#3" name="3">#</a><code>3</code>: node is removed without tool wear immediately (torch)</li>
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</ul>
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</ul>
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</li>
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</li>
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<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>
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<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>
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@ -1654,6 +1659,9 @@ meta:from_table({
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<p>Some of the values in the key-value store are handled specially:</p>
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<p>Some of the values in the key-value store are handled specially:</p>
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<ul>
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<ul>
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<li><a class="anchor" href="#description" name="description">#</a><code>description</code>: Set the itemstack's description. Defaults to idef.description</li>
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<li><a class="anchor" href="#description" name="description">#</a><code>description</code>: Set the itemstack's description. Defaults to idef.description</li>
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<li><a class="anchor" href="#color" name="color">#</a><code>color</code>: A <code>ColorString</code>, which sets the stack's color.</li>
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<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
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current color from the palette.</li>
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</ul>
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</ul>
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<p>Example stuff:</p>
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<p>Example stuff:</p>
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<pre><code>local meta = stack:get_meta()
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<pre><code>local meta = stack:get_meta()
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@ -1692,6 +1700,18 @@ list[current_player;craftpreview;7,1;1,1;]
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<li><a class="anchor" href="#fixed_size" name="fixed_size">#</a><code>fixed_size</code>: <code>true</code>/<code>false</code> (optional)</li>
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<li><a class="anchor" href="#fixed_size" name="fixed_size">#</a><code>fixed_size</code>: <code>true</code>/<code>false</code> (optional)</li>
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<li><a class="anchor" href="#invsizeWH" name="invsizeWH">#</a>deprecated: <code>invsize[<W>,<H>;]</code></li>
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<li><a class="anchor" href="#invsizeWH" name="invsizeWH">#</a>deprecated: <code>invsize[<W>,<H>;]</code></li>
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</ul>
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</ul>
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<h4 id="positionxy"><code>position[<X>,<Y>]</code></h4>
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<ul>
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<li>Define the position of the formspec</li>
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<li>A value between 0.0 and 1.0 represents a position inside the screen</li>
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<li>The default value is the center of the screen (0.5, 0.5)</li>
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</ul>
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<h4 id="anchorxy"><code>anchor[<X>,<Y>]</code></h4>
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<ul>
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<li>Define the anchor of the formspec</li>
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<li>A value between 0.0 and 1.0 represents an anchor inside the formspec</li>
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<li>The default value is the center of the formspec (0.5, 0.5)</li>
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</ul>
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<h4 id="containerxy"><code>container[<X>,<Y>]</code></h4>
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<h4 id="containerxy"><code>container[<X>,<Y>]</code></h4>
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<ul>
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<ul>
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<li>Start of a container block, moves all physical elements in the container by (X, Y)</li>
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<li>Start of a container block, moves all physical elements in the container by (X, Y)</li>
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@ -1924,7 +1944,7 @@ list[current_player;craftpreview;7,1;1,1;]
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<li>Simple colored semitransparent box</li>
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<li>Simple colored semitransparent box</li>
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<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>
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<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>
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<li><a class="anchor" href="#w_6" name="w_6">#</a><code>w</code> and <code>h</code> are the size of box</li>
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<li><a class="anchor" href="#w_6" name="w_6">#</a><code>w</code> and <code>h</code> are the size of box</li>
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<li><a class="anchor" href="#color" name="color">#</a><code>color</code> is color specified as a <code>ColorString</code></li>
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<li><a class="anchor" href="#color_1" name="color_1">#</a><code>color</code> is color specified as a <code>ColorString</code></li>
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</ul>
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</ul>
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<h4 id="dropdownxywnameitem-1item-2-item-nselected-idx"><code>dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]</code></h4>
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<h4 id="dropdownxywnameitem-1item-2-item-nselected-idx"><code>dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]</code></h4>
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<ul>
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<ul>
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@ -2009,7 +2029,7 @@ list[current_player;craftpreview;7,1;1,1;]
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<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>
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<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>
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<li><a class="anchor" href="#text_7" name="text_7">#</a><code>text</code>: show cell contents as text</li>
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<li><a class="anchor" href="#text_7" name="text_7">#</a><code>text</code>: show cell contents as text</li>
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<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>
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<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>
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<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>
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<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>
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<li><a class="anchor" href="#indent" name="indent">#</a><code>indent</code>: cell contents are a number and define indentation of following cell</li>
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<li><a class="anchor" href="#indent" name="indent">#</a><code>indent</code>: cell contents are a number and define indentation of following cell</li>
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<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>
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<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>
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</ul>
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</ul>
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@ -2036,7 +2056,7 @@ list[current_player;craftpreview;7,1;1,1;]
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non-numeric cells are treated as <code>0</code>.</li>
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non-numeric cells are treated as <code>0</code>.</li>
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</ul>
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</ul>
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</li>
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</li>
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<li><a class="anchor" href="#color_2" name="color_2">#</a><code>color</code> column options:<ul>
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<li><a class="anchor" href="#color_3" name="color_3">#</a><code>color</code> column options:<ul>
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<li><a class="anchor" href="#spanvalue" name="spanvalue">#</a><code>span=<value></code>: number of following columns to affect (default: infinite)</li>
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<li><a class="anchor" href="#spanvalue" name="spanvalue">#</a><code>span=<value></code>: number of following columns to affect (default: infinite)</li>
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</ul>
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</ul>
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</li>
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</li>
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@ -2090,10 +2110,16 @@ The following functions provide escape sequences:
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<code>core.get_color_escape_sequence(color) ..
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<code>core.get_color_escape_sequence(color) ..
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message ..
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message ..
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core.get_color_escape_sequence("#ffffff")</code>
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core.get_color_escape_sequence("#ffffff")</code>
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* <code>color.get_background_escape_sequence(color)</code>
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<em> <code>color.get_background_escape_sequence(color)</code>
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* <code>color</code> is a ColorString
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* <code>color</code> is a ColorString
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* The escape sequence sets the background of the whole text element to
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* The escape sequence sets the background of the whole text element to
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<code>color</code>. Only defined for item descriptions and tooltips.</p>
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<code>color</code>. Only defined for item descriptions and tooltips.
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</em> <code>color.strip_foreground_colors(str)</code>
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* Removes foreground colors added by <code>get_color_escape_sequence</code>.
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<em> <code>color.strip_background_colors(str)</code>
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* Removes background colors added by <code>get_background_escape_sequence</code>.
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</em> <code>color.strip_colors(str)</code>
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* Removes all color escape sequences.</p>
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<h2 id="spatial-vectors">Spatial Vectors</h2>
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<h2 id="spatial-vectors">Spatial Vectors</h2>
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<ul>
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<ul>
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<li><a class="anchor" href="#vectornewabc" name="vectornewabc">#</a><code>vector.new(a[, b, c])</code>: returns a vector:<ul>
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<li><a class="anchor" href="#vectornewabc" name="vectornewabc">#</a><code>vector.new(a[, b, c])</code>: returns a vector:<ul>
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@ -2167,7 +2193,7 @@ The following functions provide escape sequences:
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</ul>
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</ul>
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</li>
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</li>
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<li><a class="anchor" href="#minetestis_yesarg" name="minetestis_yesarg">#</a><code>minetest.is_yes(arg)</code><ul>
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<li><a class="anchor" href="#minetestis_yesarg" name="minetestis_yesarg">#</a><code>minetest.is_yes(arg)</code><ul>
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<li><a class="anchor" href="#arg" name="arg">#</a>returns whether <code>arg</code> can be interpreted as yes</li>
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<li>returns true if passed 'y', 'yes', 'true' or a number that isn't zero.</li>
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</ul>
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</ul>
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</li>
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</li>
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<li><a class="anchor" href="#minetestget_us_time" name="minetestget_us_time">#</a><code>minetest.get_us_time()</code><ul>
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<li><a class="anchor" href="#minetestget_us_time" name="minetestget_us_time">#</a><code>minetest.get_us_time()</code><ul>
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@ -2178,6 +2204,10 @@ The following functions provide escape sequences:
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<li><a class="anchor" href="#table_2" name="table_2">#</a>returns a deep copy of <code>table</code></li>
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<li><a class="anchor" href="#table_2" name="table_2">#</a>returns a deep copy of <code>table</code></li>
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</ul>
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</ul>
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</li>
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</li>
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<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>
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<li>returns the exact position on the surface of a pointed node</li>
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</ul>
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</li>
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</ul>
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</ul>
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<h2 id="minetest-namespace-reference"><code>minetest</code> namespace reference</h2>
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<h2 id="minetest-namespace-reference"><code>minetest</code> namespace reference</h2>
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<h3 id="utilities">Utilities</h3>
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<h3 id="utilities">Utilities</h3>
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@ -2196,17 +2226,33 @@ The following functions provide escape sequences:
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</ul>
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</ul>
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</li>
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</li>
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<li><a class="anchor" href="#minetestis_singleplayer" name="minetestis_singleplayer">#</a><code>minetest.is_singleplayer()</code></li>
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<li><a class="anchor" href="#minetestis_singleplayer" name="minetestis_singleplayer">#</a><code>minetest.is_singleplayer()</code></li>
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<li><a class="anchor" href="#minetestfeatures" name="minetestfeatures">#</a><code>minetest.features</code><ul>
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<li><a class="anchor" href="#minetestfeatures" name="minetestfeatures">#</a><code>minetest.features</code>: Table containing API feature flags
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<li><a class="anchor" href="#footruebartrue" name="footruebartrue">#</a>Table containing API feature flags: <code>{foo=true, bar=true}</code></li>
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{
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</ul>
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glasslike_framed = true,
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</li>
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nodebox_as_selectionbox = true,
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chat_send_player_param3 = true,
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get_all_craft_recipes_works = true,
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use_texture_alpha = true,
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-- ^ The transparency channel of textures can be used optionally
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no_legacy_abms = true,
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-- ^ Tree and grass ABMs are no longer done from C++
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texture_names_parens = true,
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-- ^ Texture grouping is possible using parentheses
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area_store_custom_ids = true,
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-- ^ Unique Area ID for AreaStore:insert_area
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add_entity_with_staticdata = true,
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-- ^ add_entity supports passing initial staticdata to on_activate
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no_chat_message_prediction = true,
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-- ^ Chat messages are no longer predicted
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}</li>
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<li><a class="anchor" href="#minetesthas_featurearg" name="minetesthas_featurearg">#</a><code>minetest.has_feature(arg)</code>: returns <code>boolean, missing_features</code><ul>
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<li><a class="anchor" href="#minetesthas_featurearg" name="minetesthas_featurearg">#</a><code>minetest.has_feature(arg)</code>: returns <code>boolean, missing_features</code><ul>
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<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>
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<li><a class="anchor" href="#arg" name="arg">#</a><code>arg</code>: string or table in format <code>{foo=true, bar=true}</code></li>
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<li><a class="anchor" href="#missing_features" name="missing_features">#</a><code>missing_features</code>: <code>{foo=true, bar=true}</code></li>
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<li><a class="anchor" href="#missing_features" name="missing_features">#</a><code>missing_features</code>: <code>{foo=true, bar=true}</code></li>
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</ul>
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</ul>
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</li>
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</li>
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<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
|
<li><a class="anchor" href="#minetestget_player_informationplayer_name" name="minetestget_player_informationplayer_name">#</a><code>minetest.get_player_information(player_name)</code>:<ul>
|
||||||
information about player. Example return value:
|
<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
|
address = "127.0.0.1", -- IP address of client
|
||||||
ip_version = 4, -- IPv4 / IPv6
|
ip_version = 4, -- IPv4 / IPv6
|
||||||
@ -2216,37 +2262,37 @@ The following functions provide escape sequences:
|
|||||||
min_jitter = 0.01, -- minimum packet time jitter
|
min_jitter = 0.01, -- minimum packet time jitter
|
||||||
max_jitter = 0.5, -- maximum packet time jitter
|
max_jitter = 0.5, -- maximum packet time jitter
|
||||||
avg_jitter = 0.03, -- average 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!!!
|
connection_uptime = 200, -- seconds since client connected<pre><code>-- following information is available on debug build only!!!
|
||||||
-- DO NOT USE IN MODS
|
-- DO NOT USE IN MODS
|
||||||
--ser_vers = 26, -- serialization version used by client
|
--ser_vers = 26, -- serialization version used by client
|
||||||
--prot_vers = 23, -- protocol version used by client
|
--prot_vers = 23, -- protocol version used by client
|
||||||
--major = 0, -- major version number
|
--major = 0, -- major version number
|
||||||
--minor = 4, -- minor version number
|
--minor = 4, -- minor version number
|
||||||
--patch = 10, -- patch version number
|
--patch = 10, -- patch version number
|
||||||
--vers_string = "0.4.9-git", -- full version string
|
--vers_string = "0.4.9-git", -- full version string
|
||||||
--state = "Active" -- current client state
|
--state = "Active" -- current client state
|
||||||
}
|
|
||||||
</code></pre>
|
</code></pre>
|
||||||
<ul>
|
<p>}
|
||||||
<li><a class="anchor" href="#minetestmkdirpath" name="minetestmkdirpath">#</a><code>minetest.mkdir(path)</code>: returns success.</li>
|
<em> <code>minetest.mkdir(path)</code>: returns success.
|
||||||
<li><a class="anchor" href="#path" name="path">#</a>Creates a directory specified by <code>path</code>, creating parent directories
|
* Creates a directory specified by <code>path</code>, creating parent directories
|
||||||
if they don't exist.</li>
|
if they don't exist.
|
||||||
<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>
|
</em> <code>minetest.get_dir_list(path, [is_dir])</code>: returns list of entry names
|
||||||
<li>is_dir is one of:</li>
|
* is_dir is one of:
|
||||||
<li>nil: return all entries,</li>
|
* nil: return all entries,
|
||||||
<li>true: return only subdirectory names, or</li>
|
* true: return only subdirectory names, or
|
||||||
<li>false: return only file names.</li>
|
* false: return only file names.
|
||||||
<li><a class="anchor" href="#minetestget_version" name="minetestget_version">#</a><code>minetest.get_version()</code>: returns a table containing components of the
|
* <code>minetest.get_version()</code>: returns a table containing components of the
|
||||||
engine version. Components:</li>
|
engine version. Components:
|
||||||
<li><a class="anchor" href="#project" name="project">#</a><code>project</code>: Name of the project, eg, "Minetest"</li>
|
* <code>project</code>: Name of the project, eg, "Minetest"
|
||||||
<li><a class="anchor" href="#string" name="string">#</a><code>string</code>: Simple version, eg, "1.2.3-dev"</li>
|
* <code>string</code>: Simple version, eg, "1.2.3-dev"
|
||||||
<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"
|
* <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
|
Use this for informational purposes only. The information in the returned
|
||||||
table does not represent the capabilities of the engine, nor is it
|
table does not represent the capabilities of the engine, nor is it
|
||||||
reliable or verifyable. Compatible forks will have a different name and
|
reliable or verifyable. Compatible forks will have a different name and
|
||||||
version entirely. To check for the presence of engine features, test
|
version entirely. To check for the presence of engine features, test
|
||||||
whether the functions exported by the wanted features exist. For example:
|
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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</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>
|
<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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a class="anchor" href="#minetestpunch_nodepos" name="minetestpunch_nodepos">#</a>
|
<li><a class="anchor" href="#minetestpunch_nodepos" name="minetestpunch_nodepos">#</a><code>minetest.punch_node(pos)</code><ul>
|
||||||
<p><code>minetest.punch_node(pos)</code></p>
|
|
||||||
<ul>
|
|
||||||
<li>Punch node with the same effects that a player would cause</li>
|
<li>Punch node with the same effects that a player would cause</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</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>
|
<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>
|
<p><code>minetest.find_nodes_with_meta(pos1, pos2)</code></p>
|
||||||
<ul>
|
<ul>
|
||||||
@ -2815,6 +2866,24 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
|
|||||||
<li>can be negative for decreasing</li>
|
<li>can be negative for decreasing</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</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="#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
|
<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>
|
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>
|
</ul>
|
||||||
<h3 id="server">Server</h3>
|
<h3 id="server">Server</h3>
|
||||||
<ul>
|
<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,
|
<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,
|
||||||
and <code>reconnect</code> == true displays a reconnect button.</li>
|
<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_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="#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>
|
</ul>
|
||||||
<h3 id="bans">Bans</h3>
|
<h3 id="bans">Bans</h3>
|
||||||
<ul>
|
<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><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>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>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><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 only use strings and positive integers of at least one as keys.</li>
|
||||||
<li>You can not mix string and integer keys.
|
<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>
|
||||||
<li><a class="anchor" href="#minetestdeserializestring" name="minetestdeserializestring">#</a><code>minetest.deserialize(string)</code>: returns a table<ul>
|
<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="#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>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="#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>
|
<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>
|
<p><code>minetest.forceload_block(pos[, transient])</code></p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a class="anchor" href="#pos_5" name="pos_5">#</a>forceloads the position <code>pos</code>.</li>
|
<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
|
<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
|
(saved between server runs). If <code>true</code>, the forceload will be transient
|
||||||
(not saved between server runs).</li>
|
(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><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>Any non-table value will clear the metadata</li>
|
||||||
<li>See "Node Metadata" for an example</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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -3541,7 +3622,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
|
|||||||
</ul>
|
</ul>
|
||||||
</li>
|
</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="#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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</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="#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="#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" 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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</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_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="#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="#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="#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><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>
|
<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="#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="#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="#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>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a class="anchor" href="#get_widthlistname" name="get_widthlistname">#</a><code>get_width(listname)</code>: get width of a list</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>
|
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
|
<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>
|
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>
|
<h5 id="flat-array-format">Flat array format</h5>
|
||||||
<p>Let
|
<p>Let
|
||||||
<code>Nx = p2.X - p1.X + 1</code>,
|
<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>
|
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
|
<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>
|
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>
|
</ul>
|
||||||
<h5 id="other-api-functions-operating-on-a-voxelmanip">Other API functions operating on a VoxelManip</h5>
|
<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
|
<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>
|
<li><a class="anchor" href="#pmin" name="pmin">#</a>returns actual emerged <code>pmin</code>, actual emerged <code>pmax</code></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</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="#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>
|
</ul>
|
||||||
</li>
|
</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
|
<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>
|
</ul>
|
||||||
</li>
|
</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="#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="#update_map" name="update_map">#</a><code>update_map()</code>: Does nothing, kept for compatibility.</li>
|
||||||
<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="#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="#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=<0...15>, night=<0...15>}</code></li>
|
<li><a class="anchor" href="#light_1" name="light_1">#</a><code>light</code> is a table, <code>{day=<0...15>, night=<0...15>}</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="#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;
|
<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>
|
defaults to the whole area if left out</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -4141,7 +4224,7 @@ will place the schematic inside of the VoxelManip.</p>
|
|||||||
</li>
|
</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="#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="#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
|
<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>
|
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
|
<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>
|
<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="#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="#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>
|
<code>PerlinNoiseMap:get2d</code>/<code>3dMap</code>, and so on</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
@ -4438,6 +4521,19 @@ minetest.spawn_tree(pos,apple_tree)
|
|||||||
{hard = 1, metal = 1, spikes = 1}
|
{hard = 1, metal = 1, spikes = 1}
|
||||||
inventory_image = "default_tool_steelaxe.png",
|
inventory_image = "default_tool_steelaxe.png",
|
||||||
wield_image = "",
|
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},
|
wield_scale = {x = 1, y = 1, z = 1},
|
||||||
stack_max = 99,
|
stack_max = 99,
|
||||||
range = 4.0,
|
range = 4.0,
|
||||||
@ -4561,13 +4657,20 @@ minetest.spawn_tree(pos,apple_tree)
|
|||||||
|
|
||||||
drawtype = "normal", -- See "Node drawtypes"
|
drawtype = "normal", -- See "Node drawtypes"
|
||||||
visual_scale = 1.0, --[[
|
visual_scale = 1.0, --[[
|
||||||
^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
|
^ Supported for drawtypes "plantlike", "signlike", "torchlike",
|
||||||
^ For plantlike, the image will start at the bottom of the node; for the
|
^ "firelike", "mesh".
|
||||||
^ other drawtypes, the image will be centered on the node.
|
^ 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. ]]
|
^ Note that positioning for "torchlike" may still change. ]]
|
||||||
tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
|
tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
|
||||||
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
|
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
|
||||||
^ List can be shortened to needed length ]]
|
^ 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_tiles = {tile definition 1, Tile definition 2}, --[[
|
||||||
^ Special textures of node; used rarely (old field name: special_materials)
|
^ Special textures of node; used rarely (old field name: special_materials)
|
||||||
^ List can be shortened to needed length ]]
|
^ List can be shortened to needed length ]]
|
||||||
@ -4656,6 +4759,13 @@ minetest.spawn_tree(pos,apple_tree)
|
|||||||
^ Node destructor; called after removing node
|
^ Node destructor; called after removing node
|
||||||
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
|
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
|
||||||
^ default: nil ]]
|
^ 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) --[[
|
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
|
||||||
^ Called after constructing node when node was placed using
|
^ Called after constructing node when node was placed using
|
||||||
|
2
static/flow_leftclick.mermaid
Normal file
2
static/flow_leftclick.mermaid
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
graph LR
|
||||||
|
user_lc[User left clicks]
|
22
static/flow_rightclick.mermaid
Normal file
22
static/flow_rightclick.mermaid
Normal 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
|
Loading…
Reference in New Issue
Block a user