-Minetest Lua Client Modding API Reference 5.4.0
+Minetest Lua Client Modding API Reference 5.6.0
================================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
The format is documented in `builtin/settingtypes.txt`.
It is parsed by the main menu settings dialogue to list mod-specific
-settings in the "Clientmods" category.
+settings in the "Clientmods" category.
### modname
* `vector.floor(v)`: returns a vector, each dimension rounded down
* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
* `vector.apply(v, func)`: returns a vector
+* `vector.combine(v, w, func)`: returns a vector
* `vector.equals(v1, v2)`: returns a boolean
For the following functions `x` can be either a vector or a number:
* `minetest.is_yes(arg)`
* returns whether `arg` can be interpreted as yes
* `minetest.is_nan(arg)`
- * returns true true when the passed number represents NaN.
+ * returns true when the passed number represents NaN.
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
* `data`: string of data to hash
* `raw`: return raw bytes instead of hex digits, default: false
+* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
+ ColorString. If the ColorSpec is invalid, returns `nil`.
+ * `colorspec`: The ColorSpec to convert
* `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
restrictions applied to the current mod.
* If a flag in this table is set to true, the feature is RESTRICTED.
### Global callback registration functions
Call these functions only at load time!
+* `minetest.get_send_speed(speed)`
+ * This function is called every time the player's speed is sent to server
+ * The `speed` argument is the actual speed of the player
+ * If you define it, you can return a modified `speed`. This speed will be
+ sent to server instead.
* `minetest.open_enderchest()`
* This function is called if the client uses the Keybind for it (by default "O")
* You can override it
* Registers a chatcommand `command` to manage a list that takes the args `del | add | list <param>`
* The list is stored comma-seperated in `setting`
* `desc` is the description
- * `add` adds something to the list
+ * `add` adds something to the list
* `del` del removes something from the list
* `list` lists all items on the list
+* `minetest.register_on_chatcommand(function(command, params))`
+ * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
+ is checked to see if that the command exists, but after the input is parsed.
+ * Return `true` to mark the command as handled, which means that the default
+ handlers will be prevented.
* `minetest.register_on_death(function())`
* Called when the local player dies
* `minetest.register_on_hp_modification(function(hp))`
* Called when the local player open inventory
* Newest functions are called first
* If any function returns true, inventory doesn't open
+* `minetest.register_on_recieve_physics_override(function(override))`
+ * Called when recieving physics_override from server
+ * Newest functions are called first
+ * If any function returns true, the physics override does not change
+* `minetest.register_on_play_sound(function(SimpleSoundSpec))`
+ * Called when recieving a play sound command from server
+ * Newest functions are called first
+ * If any function returns true, the sound does not play
+* `minetest.register_on_spawn_partice(function(particle definition))`
+ * Called when recieving a spawn particle command from server
+ * Newest functions are called first
+ * If any function returns true, the particle does not spawn
+* `minetest.register_on_object_add(function(obj))`
+ * Called every time an object is added
+* `minetest.register_on_object_properties_change(function(obj))`
+ * Called every time the properties of an object are changed server-side
+ * May modify the object's properties without the fear of infinite recursion
+* `minetest.register_on_object_hp_change(function(obj))`
+ * Called every time the hp of an object are changes server-side
### Setting-related
* `minetest.settings`: Settings object containing all of the settings from the
* Returns the time of day: `0` for midnight, `0.5` for midday
### Map
+* `minetest.interact(action, pointed_thing)`
+ * Sends an interaction to the server
+ * `pointed_thing` is a pointed_thing
+ * `action` is one of
+ * "start_digging": Use to punch nodes / objects
+ * "stop_digging": Use to abort digging a "start_digging" command
+ * "digging_completed": Use to finish a "start_digging" command or dig a node instantly
+ * "place": Use to rightclick nodes and objects
+ * "use": Use to leftclick an item in air (pointed_thing.type is usually "nothing")
+ * "activate": Same as "use", but rightclick
* `minetest.place_node(pos)`
* Places the wielded node/item of the player at pos.
* `minetest.dig_node(pos)`
* Convert between two privilege representations
### Client Environment
+* `minetest.object_refs`
+ * Map of object references, indexed by active object id
* `minetest.get_player_names()`
* Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
* `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
ClientObjectRefs.
* `radius`: using an euclidean metric
+* `minetest.get_nearby_objects(radius)`
+ * alias for minetest.get_objects_inside_radius(minetest.localplayer:get_pos(), radius)
* `minetest.disconnect()`
* Disconnect from the server and exit to main menu.
* Returns `false` if the client is already disconnecting otherwise returns `true`.
### HTTP Requests
-* `minetest.get_http_api()`
- * returns `HTTPApiTable` containing http functions.
- * The returned table contains the functions `fetch_sync`, `fetch_async` and
+* `minetest.request_http_api()`:
+ * returns `HTTPApiTable` containing http functions if the calling mod has
+ been granted access by being listed in the `secure.http_mods` or
+ `secure.trusted_mods` setting, otherwise returns `nil`.
+ * The returned table contains the functions `fetch`, `fetch_async` and
`fetch_async_get` described below.
+ * Only works at init time and must be called from the mod's main scope
+ (not from a function).
* Function only exists if minetest server was built with cURL support.
-* `HTTPApiTable.fetch_sync(HTTPRequest req)`: returns HTTPRequestResult
- * Performs given request synchronously
+ * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
+ A LOCAL VARIABLE!**
+* `HTTPApiTable.fetch(HTTPRequest req, callback)`
+ * Performs given request asynchronously and calls callback upon completion
+ * callback: `function(HTTPRequestResult res)`
+ * Use this HTTP function if you are unsure, the others are for advanced use
* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
* Performs given request asynchronously and returns handle for
`HTTPApiTable.fetch_async_get`
* `minetest.register_cheat(name, category, setting | function)`
* Register an entry for the cheat menu
* If the Category is nonexistant, it will be created
- * If the 3rd argument is a string it will be interpreted as a setting and toggled
+ * If the 3rd argument is a string it will be interpreted as a setting and toggled
when the player selects the entry in the cheat menu
* If the 3rd argument is a function it will be called
when the player selects the entry in the cheat menu
* Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
* `minetest.encode_base64(string)`: returns string encoded in base64
* Encodes a string in base64.
-* `minetest.decode_base64(string)`: returns string
+* `minetest.decode_base64(string)`: returns string or nil on failure
+ * Padding characters are only supported starting at version 5.4.0, where
+ 5.5.0 and newer perform proper checks.
* Decodes a string encoded in base64.
* `minetest.gettext(string)` : returns string
* look up the translation of a string in the gettext message catalog
* Checks if a global variable has been set, without triggering a warning.
* `minetest.make_screenshot()`
* Triggers the MT makeScreenshot functionality
+* `minetest.request_insecure_environment()`: returns an environment containing
+ insecure functions if the calling mod has been listed as trusted in the
+ `secure.trusted_mods` setting or security is disabled, otherwise returns
+ `nil`.
+ * Only works at init time and must be called from the mod's main scope
+ (ie: the init.lua of the mod, not from another Lua file or within a function).
+ * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
+ IT IN A LOCAL VARIABLE!**
### UI
* `minetest.ui.minimap`
* Reference to the camera object. See [`Camera`](#camera) class reference for methods.
* `minetest.show_formspec(formname, formspec)` : returns true on success
* Shows a formspec to the player
+* `minetest.close_formspec(formname)`
+ * `formname`: has to exactly match the one given in `show_formspec`, or the
+ formspec will not close.
+ * calling `show_formspec(formname, "")` is equal to this
+ expression.
+ * to close a formspec regardless of the formname, call
+ `minetest.close_formspec("")`.
+ **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
* `minetest.display_chat_message(message)` returns true on success
* Shows a chat message to the current player.
### LocalPlayer
An interface to retrieve information about the player.
+This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
Methods:
* returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
* `is_in_liquid_stable()`
* returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
-* `get_liquid_viscosity()`
- * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
+* `get_move_resistance()`
+ * returns move resistance of current node, the higher the slower the player moves
* `is_climbing()`
* returns true if player is climbing
* `swimming_vertical()`
}
```
+* `set_physics_override(override_table)`
+ * `override_table` is a table with the following fields:
+ * `speed`: multiplier to default walking speed value (default: `1`)
+ * `jump`: multiplier to default jump value (default: `1`)
+ * `gravity`: multiplier to default gravity value (default: `1`)
+ * `sneak`: whether player can sneak (default: `true`)
+ * `sneak_glitch`: whether player can use the new move code replications
+ of the old sneak side-effects: sneak ladders and 2 node sneak jump
+ (default: `false`)
+ * `new_move`: use new move/sneak code. When `false` the exact old code
+ is used for the specific old sneak behaviour (default: `true`)
* `get_override_pos()`
* returns override position
* `get_last_pos()`
aux1 = boolean,
sneak = boolean,
zoom = boolean,
- LMB = boolean,
- RMB = boolean,
+ dig = boolean,
+ place = boolean,
}
```
* `is_player()`: returns true if the object is a player
* `is_local_player()`: returns true if the object is the local player
* `get_attach()`: returns parent or nil if it isn't attached.
-* `get_nametag()`: returns the nametag (string)
-* `get_item_textures()`: returns the textures
-* `get_max_hp()`: returns the maximum heath
+* `get_nametag()`: returns the nametag (deprecated, use get_properties().nametag instead)
+* `get_item_textures()`: returns the textures (deprecated, use get_properties().textures instead)
+* `get_max_hp()`: returns the maximum heath (deprecated, use get_properties().hp_max instead)
+* `set_properties(object property table)`
+* `get_properties()`: returns object property table
* `punch()`: punches the object
* `rightclick()`: rightclicks the object
-
+* `remove()`: removes the object permanently
+* `set_nametag_images(images)`: Provides a list of images to be drawn below the nametag
+
### `Raycast`
A raycast on the map. It works with selection boxes.
-----------------
### Definitions
+* `minetest.inventorycube(img1, img2, img3)`
+ * Returns a string for making an image of a cube (useful as an item image)
* `minetest.get_node_def(nodename)`
* Returns [node definition](#node-definition) table of `nodename`
* `minetest.get_item_def(itemstring)`
{light_source=minetest.LIGHT_MAX})`
* Doesnt really work yet an causes strange bugs, I'm working to make is better
+
+#### Tile definition
+
+* `"image.png"`
+* `{name="image.png", animation={Tile Animation definition}}`
+* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
+ * backface culling enabled by default for most nodes
+ * align style determines whether the texture will be rotated with the node
+ or kept aligned with its surroundings. "user" means that client
+ setting will be used, similar to `glasslike_framed_optional`.
+ Note: supported by solid nodes and nodeboxes only.
+ * scale is used to make texture span several (exactly `scale`) nodes,
+ instead of just one, in each direction. Works for world-aligned
+ textures only.
+ Note that as the effect is applied on per-mapblock basis, `16` should
+ be equally divisible by `scale` or you may get wrong results.
+* `{name="image.png", color=ColorSpec}`
+ * the texture's color will be multiplied with this color.
+ * the tile's color overrides the owning node's color in all cases.
+
+##### Tile definition
+
+ {
+ type = "vertical_frames",
+
+ aspect_w = 16,
+ -- Width of a frame in pixels
+
+ aspect_h = 16,
+ -- Height of a frame in pixels
+
+ length = 3.0,
+ -- Full loop length
+ }
+
+ {
+ type = "sheet_2d",
+
+ frames_w = 5,
+ -- Width in number of frames
+
+ frames_h = 3,
+ -- Height in number of frames
+
+ frame_length = 0.5,
+ -- Length of a single frame
+ }
+
#### Node Definition
```lua
{
+ tiles = {tile definition 1, def2, def3, def4, def5, def6},
+ -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
+ overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
+ -- Same as `tiles`, but these textures are drawn on top of the base
+ -- tiles. This is used to colorize only specific parts of the
+ -- texture. If the texture name is an empty string, that overlay is not
+ -- drawn
+ special_tiles = {tile definition 1, Tile definition 2},
+ -- Special textures of node; used rarely.
has_on_construct = bool, -- Whether the node has the on_construct callback defined
has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
- liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
+ liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
liquid_range = <number>, -- How far the liquid flows *May not exist*
drowning = bool, -- Whether the player will drown in the node
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
+ move_resistance = <number>, -- How slow players can move through the node *May not exist*
}
```
-- ^ See "HUD Element Types"
size = { x=100, y=100 }, -- default {x=0, y=0}
-- ^ Size of element in pixels
+ style = 0,
+ -- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}
```
Named colors are also supported and are equivalent to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
-To specify the value of the alpha channel, append `#AA` to the end of the color name
-(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
-value must (always) be two hexadecimal digits.
+To specify the value of the alpha channel, append `#A` or `#AA` to the end of
+the color name (e.g. `colorname#08`).
`Color`
-------------
* it specifies how many items to drop / craft / move
* `0` means move all items
* default count: `0`
-
+
#### example
`local move_act = InventoryAction("move")
move_act:from("current_player", "main", 1)
drop_act:apply()
`
* e.g. In first hotbar slot there are tree logs: Move one to craft field, then craft wood out of it and immediately drop it
-
-
+
+