-EnvRef: basically ServerEnvironment and ServerMap combined.
-methods:
-- set_node(pos, node)
-- add_node(pos, node): alias set_node(pos, node)
- ^ Set node at position (node = {name="foo", param1=0, param2=0})
-- remove_node(pos)
- ^ Equivalent to set_node(pos, "air")
-- get_node(pos)
- ^ Returns {name="ignore", ...} for unloaded area
-- get_node_or_nil(pos)
- ^ Returns nil for unloaded area
-- get_node_light(pos, timeofday) -> 0...15 or nil
- ^ timeofday: nil = current time, 0 = night, 0.5 = day
-
-- place_node(pos, node)
- ^ Place node with the same effects that a player would cause
-- dig_node(pos)
- ^ Dig node with the same effects that a player would cause
-- punch_node(pos)
- ^ Punch node with the same effects that a player would cause
-
-- get_meta(pos) -- Get a NodeMetaRef at that position
-- get_node_timer(pos) -- Get NodeTimerRef
-
-- add_entity(pos, name): Spawn Lua-defined entity at position
- ^ Returns ObjectRef, or nil if failed
-- add_item(pos, item): Spawn item
- ^ Returns ObjectRef, or nil if failed
-- get_player_by_name(name) -- Get an ObjectRef to a player
-- get_objects_inside_radius(pos, radius)
-- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
-- get_timeofday()
-- find_node_near(pos, radius, nodenames) -> pos or nil
- ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
-- find_nodes_in_area(minp, maxp, nodenames) -> list of positions
- ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
-- get_perlin(seeddiff, octaves, persistence, scale)
- ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
-- clear_objects()
- ^ clear all objects in the environments
-- line_of_sight(pos1,pos2,stepsize) ->true/false
- ^ checkif there is a direct line of sight between pos1 and pos2
- ^ pos1 First position
- ^ pos2 Second position
- ^ stepsize smaller gives more accurate results but requires more computing
- time. Default is 1.
--find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
- ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
- ^ pos1: start position
- ^ pos2: end position
- ^ searchdistance: number of blocks to search in each direction
- ^ max_jump: maximum height difference to consider walkable
- ^ max_drop: maximum height difference to consider droppable
- ^ algorithm: A*_noprefetch(default), A*, Dijkstra
-- spawn_tree (pos, {treedef})
- ^ spawns L-System tree at given pos with definition in treedef table
-treedef={
- axiom, - string initial tree axiom
- rules_a, - string rules set A
- rules_b, - string rules set B
- rules_c, - string rules set C
- rules_d, - string rules set D
- trunk, - string trunk node name
- leaves, - string leaves node name
- leaves2, - string secondary leaves node name
- leaves2_chance,- num chance (0-100) to replace leaves with leaves2
- angle, - num angle in deg
- iterations, - num max # of iterations, usually 2 -5
- random_level, - num factor to lower nr of iterations, usually 0 - 3
- trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
- thin_branches, - boolean true -> use thin (1 node) branches
- fruit, - string fruit node name
- fruit_chance, - num chance (0-100) to replace leaves with fruit node
- seed, - num random seed
- }
-
-Key for Special L-System Symbols used in Axioms
- G - move forward one unit with the pen up
- F - move forward one unit with the pen down drawing trunks and branches
- f - move forward one unit with the pen down drawing leaves (100% chance)
- T - move forward one unit with the pen down drawing trunks only
- R - move forward one unit with the pen down placing fruit
- A - replace with rules set A
- B - replace with rules set B
- C - replace with rules set C
- D - replace with rules set D
- a - replace with rules set A, chance 90%
- b - replace with rules set B, chance 80%
- c - replace with rules set C, chance 70%
- d - replace with rules set D, chance 60%
- + - yaw the turtle right by angle parameter
- - - yaw the turtle left by angle parameter
- & - pitch the turtle down by angle parameter
- ^ - pitch the turtle up by angle parameter
- / - roll the turtle to the right by angle parameter
- * - roll the turtle to the left by angle parameter
- [ - save in stack current state info
- ] - recover from stack state info
-
-Example usage: spawn small apple tree
-apple_tree={
- axiom="FFFFFAFFBF",
- rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
- rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
- trunk="default:tree",
- leaves="default:leaves",
- angle=30,
- iterations=2,
- random_level=0,
- trunk_type="single",
- thin_branches=true,
- fruit_chance=10,
- fruit="default:apple"
- }
-minetest.env:spawn_tree(pos,apple_tree)
-
-Deprecated:
-- add_rat(pos): Add C++ rat object (no-op)
-- add_firefly(pos): Add C++ firefly object (no-op)
-