X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=doc%2Flua_api.txt;h=6a4d198386aa149df60b246975ed19e6c5d230dd;hb=d19c8b815dc137ea4c19e5f5a54c40693059b455;hp=b29c503797a7724cb99a9c6972ef23fc7ab62a99;hpb=e7f5cdf9d4cbe17a2a42015e072a791659b3886b;p=dragonfireclient.git diff --git a/doc/lua_api.txt b/doc/lua_api.txt index b29c50379..6a4d19838 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1,6 +1,7 @@ -Minetest Lua Modding API Reference 0.4.6 +Minetest Lua Modding API Reference 0.4.7 ======================================== -More information at http://c55.me/minetest/ +More information at http://www.minetest.net/ +Developer Wiki: http://dev.minetest.net/ Introduction ------------- @@ -50,12 +51,8 @@ where gameid is unique to each game. The game directory contains the file game.conf, which contains these fields: name = - common_mods = eg. name = Minetest - common_mods = bucket, default, doors, fire, stairs - -Common mods are loaded from the pseudo-game "common". The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game. @@ -64,9 +61,9 @@ Mod load path ------------- Generic: $path_share/games/gameid/mods/ - $path_share/mods/gameid/ + $path_share/mods/ $path_user/games/gameid/mods/ - $path_user/mods/gameid/ <-- User-installed mods + $path_user/mods/ <-- User-installed mods $worldpath/worldmods/ In a run-in-place version (eg. the distributed windows version): @@ -120,6 +117,17 @@ depends.txt: List of mods that have to be loaded before loading this mod. A single line contains a single modname. + Optional dependencies can be defined by appending a question mark + to a single modname. Their meaning is that if the specified mod + is missing, that does not prevent this mod from being loaded. + +optdepends.txt: + An alternative way of specifying optional dependencies. + Like depends.txt, a single line contains a single modname. + + NOTE: This file exists for compatibility purposes only and + support for it will be removed from the engine by the end of 2013. + init.lua: The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the @@ -329,6 +337,7 @@ Look for examples in games/minimal or games/minetest_game. - liquid - flowingliquid - glasslike +- glasslike_framed - allfaces - allfaces_optional - torchlike @@ -401,12 +410,104 @@ Currently supported flags: absheight Also produce this same ore between the height range of -height_max and -height_min. Useful for having ore in sky realms without having to duplicate ore entries. +Decoration types +------------------- +The varying types of decorations that can be placed. +The default value is simple, and is currently the only type supported. + +- simple + Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration + list is specified). Can specify a certain node it must spawn next to, such as water or lava, + for example. Can also generate a decoration of random height between a specified lower and + upper bound. This type of decoration is intended for placement of grass, flowers, cacti, + papyrus, and so on. +- schematic + Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a + probability of a node randomly appearing when placed. This decoration type is intended to be used + for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on. + +Schematic specifier +-------------------- + A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts) +or through raw data supplied through Lua, in the form of a table. This table must specify two fields: + - The 'size' field is a 3d vector containing the dimensions of the provided schematic. + - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]]. + +In the bulk MapNode data, param1, instead of the typical light values, instead represents the +probability of that node appearing in the structure. +When passed to minetest.create_schematic, probability is an integer value ranging from -1 to 255: + - A probability value of 0 means that node will always appear. + - A probability value of -1 means the node will never appear. + - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node + will appear when the schematic is placed on the map. + +If registering a structure in the raw format, however, -1 is not a valid probability value; in order to +have a node that is not placed, it must be CONTENT_IGNORE (the name for which is "ignore"). + +Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration. + +Schematic attributes +--------------------- +Currently supported flags: place_center_x, place_center_y, place_center_z + - place_center_x + Placement of this decoration is centered along the X axis. + - place_center_y + Placement of this decoration is centered along the Y axis. + - place_center_z + Placement of this decoration is centered along the Z axis. + +HUD element types +------------------- +The position field is used for all element types. +To account for differing resolutions, the position coordinates are the percentage of the screen, +ranging in value from 0 to 1. +The name field is not yet used, but should contain a description of what the HUD element represents. +The direction field is the direction in which something is drawn. +0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top. +The alignment field specifies how the item will be aligned. It ranges from -1 to 1, +with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional +values can be used. +The offset field specifies a pixel offset from the position. Contrary to position, +the offset is not scaled to screen size. This allows for some precisely-positioned +items in the HUD. +Below are the specific uses for fields in each type; fields not listed for that type are ignored. + +Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages. + +- image + Displays an image on the HUD. + - scale: The scale of the image, with 1 being the original texture size. + Only the X coordinate scale is used. + - text: The name of the texture that is displayed. + - alignment: The alignment of the image. + - offset: offset in pixels from position. +- text + Displays text on the HUD. + - scale: Defines the bounding rectangle of the text. + A value such as {x=100, y=100} should work. + - text: The text to be displayed in the HUD element. + - number: An integer containing the RGB value of the color used to draw the text. + Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on. + - alignment: The alignment of the text. + - offset: offset in pixels from position. +- statbar + Displays a horizontal bar made up of half-images. + - text: The name of the texture that is used. + - number: The number of half-textures that are displayed. + If odd, will end with a vertically center-split texture. + - direction + - offset: offset in pixels from position. +- inventory + - text: The name of the inventory list to be displayed. + - number: Number of items in the inventory to be displayed. + - item: Position of item that is selected. + - direction + Representations of simple things -------------------------------- Position/vector: {x=num, y=num, z=num} -Currently the API does not provide any helper functions for addition, -subtraction and whatever; you can define those that you need yourself. +For helper functions see "Vector helpers". pointed_thing: {type="nothing"} @@ -455,7 +556,7 @@ Usage: - Groups are stored in a table, having the group names with keys and the group ratings as values. For example: groups = {crumbly=3, soil=1} - ^ Default dirt (soil group actually currently not defined; TODO) + ^ Default dirt groups = {crumbly=2, soil=1, level=2, outerspace=1} ^ A more special dirt-kind of thing - Groups always have a rating associated with them. If there is no @@ -528,6 +629,9 @@ Special groups - attached_node: if the node under it is not a walkable block the node will be dropped as an item. If the node is wallmounted the wallmounted direction is checked. +- soil: saplings will grow on nodes in this group +- connect_to_raillike: makes nodes of raillike drawtype connect to + other group members with same drawtype Known damage and digging time defining groups ---------------------------------------------- @@ -710,7 +814,7 @@ Some of the values in the key-value store are handled specially: Example stuff: -local meta = minetest.env:get_meta(pos) +local meta = minetest.get_meta(pos) meta:set_string("formspec", "invsize[8,9;]".. "list[context;main;0,0;8,4;]".. @@ -778,6 +882,15 @@ background[,;,;] ^ Position and size units are inventory slots ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px +pwdfield[,;,;;