[CSM] Add function to get the definition of items (#5732)

Add node def and item def documentation.

Please be ready for merge!
master
bigfoot547 2017-05-21 07:40:55 -05:00 committed by Loïc Blot
parent ae483f1bd0
commit dfa0c15ce0
5 changed files with 425 additions and 3 deletions

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@ -989,6 +989,96 @@ Can be obtained via `minetest.get_meta(pos)`.
* `inventory`: `{list1 = {}, ...}}`
-----------------
### Definitions
* `minetest.get_node_def(nodename)`
* Returns [node definition](#node-definition) table of `nodename`
* `minetest.get_item_def(itemstring)`
* Returns item definition table of `itemstring`
#### Node Definition
```lua
{
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
name = string, -- The name of the node e.g. "air", "default:dirt"
groups = table, -- The groups of the node
paramtype = string, -- Paramtype of the node
paramtype2 = string, -- ParamType2 of the node
drawtype = string, -- Drawtype of the node
mesh = <string>, -- Mesh name if existant
minimap_color = <Color>, -- Color of node on minimap *May not exist*
visual_scale = number, -- Visual scale of node
alpha = number, -- Alpha of the node. Only used for liquids
color = <Color>, -- Color of node *May not exist*
palette_name = <string>, -- Filename of palette *May not exist*
palette = <{ -- List of colors
Color,
Color
}>,
waving = number, -- 0 of not waving, 1 if waving
connect_sides = number, -- Used for connected nodes
connects_to = { -- List of nodes to connect to
"node1",
"node2"
},
post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
leveled = number, -- Max level for node
sunlight_propogates = bool, -- Whether light passes through the block
light_source = number, -- Light emitted by the block
is_ground_content = bool, -- Whether caves should cut through the node
walkable = bool, -- Whether the player collides with the node
pointable = bool, -- Whether the player can select the node
diggable = bool, -- Whether the player can dig the node
climbable = bool, -- Whether the player can climb up the node
buildable_to = bool, -- Whether the player can replace the node by placing a node on it
rightclickable = bool, -- Whether the player can place nodes pointing at this node
damage_per_second = number, -- HP of damage per second when the player is in the node
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_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
floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
node_box = table, -- Nodebox to draw the node with
collision_box = table, -- Nodebox to set the collision area
selection_box = table, -- Nodebox to set the area selected by the player
sounds = { -- Table of sounds that the block makes
sound_footstep = SimpleSoundSpec,
sound_dig = SimpleSoundSpec,
sound_dug = SimpleSoundSpec
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
}
```
#### Item Definition
```lua
{
name = string, -- Name of the item e.g. "default:stone"
description = string, -- Description of the item e.g. "Stone"
type = string, -- Item type: "none", "node", "craftitem", "tool"
inventory_image = string, -- Image in the inventory
wield_image = string, -- Image in wieldmesh
palette_image = string, -- Image for palette
color = Color, -- Color for item
wield_scale = Vector, -- Wieldmesh scale
stack_max = number, -- Number of items stackable together
usable = bool, -- Has on_use callback defined
liquids_pointable = bool, -- Whether you can point at liquids with the item
tool_capabilities = <table>, -- If the item is a tool, tool capabiltites of the item
groups = table, -- Groups of the item
sound_place = SimpleSoundSpec, -- Sound played when placed
sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
node_placement_prediction = string -- Node placed in client until server catches up
}
```
-----------------
### Chat command definition (`register_chatcommand`)
@ -1014,7 +1104,7 @@ Most text can contain escape sequences, that can for example color the text.
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences:
* `minetest.get_color_escape_sequence(color)`:
* `color` is a ColorString
* `color` is a [ColorString](#colorstring)
* The escape sequence sets the text color to `color`
* `minetest.colorize(color, message)`:
* Equivalent to:
@ -1022,7 +1112,7 @@ The following functions provide escape sequences:
message ..
minetest.get_color_escape_sequence("#ffffff")`
* `color.get_background_escape_sequence(color)`
* `color` is a ColorString
* `color` is a [ColorString](#colorstring)
* The escape sequence sets the background of the whole text element to
`color`. Only defined for item descriptions and tooltips.
* `color.strip_foreground_colors(str)`
@ -1047,3 +1137,7 @@ Named colors are also supported and are equivalent to
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.
`Color`
-------------
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.

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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mg_schematic.h"
#include "noise.h"
#include "util/pointedthing.h"
#include "debug.h" // For FATAL_ERROR
#include <json/json.h>
struct EnumString es_TileAnimationType[] =
@ -128,6 +129,51 @@ void push_item_definition(lua_State *L, const ItemDefinition &i)
lua_setfield(L, -2, "description");
}
void push_item_definition_full(lua_State *L, const ItemDefinition &i)
{
std::string type(es_ItemType[(int)i.type].str);
lua_newtable(L);
lua_pushstring(L, i.name.c_str());
lua_setfield(L, -2, "name");
lua_pushstring(L, i.description.c_str());
lua_setfield(L, -2, "description");
lua_pushstring(L, type.c_str());
lua_setfield(L, -2, "type");
lua_pushstring(L, i.inventory_image.c_str());
lua_setfield(L, -2, "inventory_image");
lua_pushstring(L, i.wield_image.c_str());
lua_setfield(L, -2, "wield_image");
lua_pushstring(L, i.palette_image.c_str());
lua_setfield(L, -2, "palette_image");
push_ARGB8(L, i.color);
lua_setfield(L, -2, "color");
push_v3f(L, i.wield_scale);
lua_setfield(L, -2, "wield_scale");
lua_pushinteger(L, i.stack_max);
lua_setfield(L, -2, "stack_max");
lua_pushboolean(L, i.usable);
lua_setfield(L, -2, "usable");
lua_pushboolean(L, i.liquids_pointable);
lua_setfield(L, -2, "liquids_pointable");
if (i.type == ITEM_TOOL) {
push_tool_capabilities(L, ToolCapabilities(
i.tool_capabilities->full_punch_interval,
i.tool_capabilities->max_drop_level,
i.tool_capabilities->groupcaps,
i.tool_capabilities->damageGroups));
lua_setfield(L, -2, "tool_capabilities");
}
push_groups(L, i.groups);
lua_setfield(L, -2, "groups");
push_soundspec(L, i.sound_place);
lua_setfield(L, -2, "sound_place");
push_soundspec(L, i.sound_place_failed);
lua_setfield(L, -2, "sound_place_failed");
lua_pushstring(L, i.node_placement_prediction.c_str());
lua_setfield(L, -2, "node_placement_prediction");
}
/******************************************************************************/
void read_object_properties(lua_State *L, int index,
ObjectProperties *prop, IItemDefManager *idef)
@ -669,6 +715,204 @@ ContentFeatures read_content_features(lua_State *L, int index)
return f;
}
void push_content_features(lua_State *L, const ContentFeatures &c)
{
std::string paramtype(ScriptApiNode::es_ContentParamType[(int)c.param_type].str);
std::string paramtype2(ScriptApiNode::es_ContentParamType2[(int)c.param_type_2].str);
std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str);
std::string liquid_type(ScriptApiNode::es_LiquidType[(int)c.liquid_type].str);
/* Missing "tiles" because I don't see a usecase (at least not yet). */
lua_newtable(L);
lua_pushboolean(L, c.has_on_construct);
lua_setfield(L, -2, "has_on_construct");
lua_pushboolean(L, c.has_on_destruct);
lua_setfield(L, -2, "has_on_destruct");
lua_pushboolean(L, c.has_after_destruct);
lua_setfield(L, -2, "has_after_destruct");
lua_pushstring(L, c.name.c_str());
lua_setfield(L, -2, "name");
push_groups(L, c.groups);
lua_setfield(L, -2, "groups");
lua_pushstring(L, paramtype.c_str());
lua_setfield(L, -2, "paramtype");
lua_pushstring(L, paramtype2.c_str());
lua_setfield(L, -2, "paramtype2");
lua_pushstring(L, drawtype.c_str());
lua_setfield(L, -2, "drawtype");
if (!c.mesh.empty()) {
lua_pushstring(L, c.mesh.c_str());
lua_setfield(L, -2, "mesh");
}
#ifndef SERVER
push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
lua_setfield(L, -2, "minimap_color"); // but the people need to know!
#endif
lua_pushnumber(L, c.visual_scale);
lua_setfield(L, -2, "visual_scale");
lua_pushnumber(L, c.alpha);
lua_setfield(L, -2, "alpha");
if (!c.palette_name.empty()) {
push_ARGB8(L, c.color);
lua_setfield(L, -2, "color");
lua_pushstring(L, c.palette_name.c_str());
lua_setfield(L, -2, "palette_name");
push_palette(L, c.palette);
lua_setfield(L, -2, "palette");
}
lua_pushnumber(L, c.waving);
lua_setfield(L, -2, "waving");
lua_pushnumber(L, c.connect_sides);
lua_setfield(L, -2, "connect_sides");
lua_newtable(L);
u16 i = 1;
for (std::vector<std::string>::const_iterator it = c.connects_to.begin();
it != c.connects_to.end(); ++it) {
lua_pushlstring(L, it->c_str(), it->size());
lua_rawseti(L, -2, i);
}
lua_setfield(L, -2, "connects_to");
push_ARGB8(L, c.post_effect_color);
lua_setfield(L, -2, "post_effect_color");
lua_pushnumber(L, c.leveled);
lua_setfield(L, -2, "leveled");
lua_pushboolean(L, c.sunlight_propagates);
lua_setfield(L, -2, "sunlight_propagates");
lua_pushnumber(L, c.light_source);
lua_setfield(L, -2, "light_source");
lua_pushboolean(L, c.is_ground_content);
lua_setfield(L, -2, "is_ground_content");
lua_pushboolean(L, c.walkable);
lua_setfield(L, -2, "walkable");
lua_pushboolean(L, c.pointable);
lua_setfield(L, -2, "pointable");
lua_pushboolean(L, c.diggable);
lua_setfield(L, -2, "diggable");
lua_pushboolean(L, c.climbable);
lua_setfield(L, -2, "climbable");
lua_pushboolean(L, c.buildable_to);
lua_setfield(L, -2, "buildable_to");
lua_pushboolean(L, c.rightclickable);
lua_setfield(L, -2, "rightclickable");
lua_pushnumber(L, c.damage_per_second);
lua_setfield(L, -2, "damage_per_second");
if (c.isLiquid()) {
lua_pushstring(L, liquid_type.c_str());
lua_setfield(L, -2, "liquid_type");
lua_pushstring(L, c.liquid_alternative_flowing.c_str());
lua_setfield(L, -2, "liquid_alternative_flowing");
lua_pushstring(L, c.liquid_alternative_source.c_str());
lua_setfield(L, -2, "liquid_alternative_source");
lua_pushnumber(L, c.liquid_viscosity);
lua_setfield(L, -2, "liquid_viscosity");
lua_pushboolean(L, c.liquid_renewable);
lua_setfield(L, -2, "liquid_renewable");
lua_pushnumber(L, c.liquid_range);
lua_setfield(L, -2, "liquid_range");
}
lua_pushnumber(L, c.drowning);
lua_setfield(L, -2, "drowning");
lua_pushboolean(L, c.floodable);
lua_setfield(L, -2, "floodable");
push_nodebox(L, c.node_box);
lua_setfield(L, -2, "node_box");
push_nodebox(L, c.selection_box);
lua_setfield(L, -2, "selection_box");
push_nodebox(L, c.collision_box);
lua_setfield(L, -2, "collision_box");
lua_newtable(L);
push_soundspec(L, c.sound_footstep);
lua_setfield(L, -2, "sound_footstep");
push_soundspec(L, c.sound_dig);
lua_setfield(L, -2, "sound_dig");
push_soundspec(L, c.sound_dug);
lua_setfield(L, -2, "sound_dug");
lua_setfield(L, -2, "sounds");
lua_pushboolean(L, c.legacy_facedir_simple);
lua_setfield(L, -2, "legacy_facedir_simple");
lua_pushboolean(L, c.legacy_wallmounted);
lua_setfield(L, -2, "legacy_wallmounted");
}
/******************************************************************************/
void push_nodebox(lua_State *L, const NodeBox &box)
{
lua_newtable(L);
switch (box.type)
{
case NODEBOX_REGULAR:
lua_pushstring(L, "regular");
lua_setfield(L, -2, "type");
break;
case NODEBOX_LEVELED:
case NODEBOX_FIXED:
lua_pushstring(L, "fixed");
lua_setfield(L, -2, "type");
push_box(L, box.fixed);
lua_setfield(L, -2, "fixed");
break;
case NODEBOX_WALLMOUNTED:
lua_pushstring(L, "wallmounted");
lua_setfield(L, -2, "type");
push_aabb3f(L, box.wall_top);
lua_setfield(L, -2, "wall_top");
push_aabb3f(L, box.wall_bottom);
lua_setfield(L, -2, "wall_bottom");
push_aabb3f(L, box.wall_side);
lua_setfield(L, -2, "wall_side");
break;
case NODEBOX_CONNECTED:
lua_pushstring(L, "connected");
lua_setfield(L, -2, "type");
push_box(L, box.connect_top);
lua_setfield(L, -2, "connect_top");
push_box(L, box.connect_bottom);
lua_setfield(L, -2, "connect_bottom");
push_box(L, box.connect_front);
lua_setfield(L, -2, "connect_front");
push_box(L, box.connect_back);
lua_setfield(L, -2, "connect_back");
push_box(L, box.connect_left);
lua_setfield(L, -2, "connect_left");
push_box(L, box.connect_right);
lua_setfield(L, -2, "connect_right");
break;
default:
FATAL_ERROR("Invalid box.type");
break;
}
}
void push_box(lua_State *L, const std::vector<aabb3f> &box)
{
lua_newtable(L);
u8 i = 1;
for (std::vector<aabb3f>::const_iterator it = box.begin();
it != box.end(); ++it) {
push_aabb3f(L, (*it));
lua_rawseti(L, -2, i);
}
}
/******************************************************************************/
void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
{
lua_createtable(L, palette->size(), 0);
int newTable = lua_gettop(L);
int index = 1;
std::vector<video::SColor>::const_iterator iter;
for (iter = palette->begin(); iter != palette->end(); ++iter) {
push_ARGB8(L, (*iter));
lua_rawseti(L, newTable, index);
index++;
}
}
/******************************************************************************/
void read_server_sound_params(lua_State *L, int index,
ServerSoundParams &params)
@ -719,6 +963,17 @@ void read_soundspec(lua_State *L, int index, SimpleSoundSpec &spec)
}
}
void push_soundspec(lua_State *L, const SimpleSoundSpec &spec)
{
lua_newtable(L);
lua_pushstring(L, spec.name.c_str());
lua_setfield(L, -2, "name");
lua_pushnumber(L, spec.gain);
lua_setfield(L, -2, "gain");
lua_pushnumber(L, spec.fade);
lua_setfield(L, -2, "fade");
}
/******************************************************************************/
NodeBox read_nodebox(lua_State *L, int index)
{

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@ -39,6 +39,7 @@ extern "C" {
#include "util/string.h"
#include "itemgroup.h"
#include "itemdef.h"
#include "c_types.h"
namespace Json { class Value; }
@ -64,8 +65,20 @@ class Schematic;
ContentFeatures read_content_features (lua_State *L, int index);
void push_content_features (lua_State *L,
const ContentFeatures &c);
void push_nodebox (lua_State *L,
const NodeBox &box);
void push_box (lua_State *L,
const std::vector<aabb3f> &box);
void push_palette (lua_State *L,
const std::vector<video::SColor> *palette);
TileDef read_tiledef (lua_State *L, int index,
u8 drawtype);
void read_soundspec (lua_State *L, int index,
SimpleSoundSpec &spec);
NodeBox read_nodebox (lua_State *L, int index);
@ -90,6 +103,9 @@ void read_item_definition (lua_State *L, int index, const ItemDefinition &defaul
ItemDefinition &def);
void push_item_definition (lua_State *L,
const ItemDefinition &i);
void push_item_definition_full (lua_State *L,
const ItemDefinition &i);
void read_object_properties (lua_State *L, int index,
ObjectProperties *prop,
IItemDefManager *idef);
@ -147,6 +163,8 @@ std::vector<ItemStack> read_items (lua_State *L,
void read_soundspec (lua_State *L,
int index,
SimpleSoundSpec &spec);
void push_soundspec (lua_State *L,
const SimpleSoundSpec &spec);
bool string_to_enum (const EnumString *spec,
int &result,

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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mainmenumanager.h"
#include "map.h"
#include "util/string.h"
#include "nodedef.h"
extern MainGameCallback *g_gamecallback;
@ -260,6 +261,50 @@ int ModApiClient::l_get_server_info(lua_State *L)
return 1;
}
// get_item_def(itemstring)
int ModApiClient::l_get_item_def(lua_State *L)
{
IGameDef *gdef = getGameDef(L);
assert(gdef);
IItemDefManager *idef = gdef->idef();
assert(idef);
if (!lua_isstring(L, 1))
return 0;
const std::string &name(lua_tostring(L, 1));
if (!idef->isKnown(name))
return 0;
const ItemDefinition &def = idef->get(name);
push_item_definition_full(L, def);
return 1;
}
// get_node_def(nodename)
int ModApiClient::l_get_node_def(lua_State *L)
{
IGameDef *gdef = getGameDef(L);
assert(gdef);
INodeDefManager *ndef = gdef->ndef();
assert(ndef);
if (!lua_isstring(L, 1))
return 0;
const std::string &name = lua_tostring(L, 1);
const ContentFeatures &cf = ndef->get(ndef->getId(name));
if (cf.name != name) // Unknown node. | name = <whatever>, cf.name = ignore
return 0;
push_content_features(L, cf);
return 1;
}
int ModApiClient::l_take_screenshot(lua_State *L)
{
Client *client = getClient(L);
@ -286,5 +331,7 @@ void ModApiClient::Initialize(lua_State *L, int top)
API_FCT(sound_play);
API_FCT(sound_stop);
API_FCT(get_server_info);
API_FCT(get_item_def);
API_FCT(get_node_def);
API_FCT(take_screenshot);
}

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@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define L_CLIENT_H_
#include "lua_api/l_base.h"
#include "itemdef.h"
#include "tool.h"
class ModApiClient : public ModApiBase
{
@ -38,7 +40,7 @@ private:
// get_player_names()
static int l_get_player_names(lua_State *L);
// show_formspec(name, fornspec)
// show_formspec(name, formspec)
static int l_show_formspec(lua_State *L);
// send_respawn()
@ -74,6 +76,12 @@ private:
// get_server_info()
static int l_get_server_info(lua_State *L);
// get_item_def(itemstring)
static int l_get_item_def(lua_State *L);
// get_node_def(nodename)
static int l_get_node_def(lua_State *L);
static int l_take_screenshot(lua_State *L);