Lua_api.txt: Clarify arguments of functions, plus some cleanup

master
Hybrid Dog 2017-08-28 20:21:28 +02:00 committed by paramat
parent 5258f3b857
commit 7e488b926b
1 changed files with 108 additions and 66 deletions

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@ -2163,32 +2163,48 @@ For the following functions `x` can be either a vector or a number:
Helper functions Helper functions
---------------- ----------------
* `dump2(obj, name="_", dumped={})` * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
* Return object serialized as a string, handles reference loops handles reference loops
* `dump(obj, dumped={})` * `obj`: arbitrary variable
* Return object serialized as a string * `name`: string, default: `"_"`
* `dumped`: table, default: `{}`
* `dump(obj, dumped)`: returns a string which makes `obj` human readable
* `obj`: arbitrary variable
* `dumped`: table, default: `{}`
* `math.hypot(x, y)` * `math.hypot(x, y)`
* Get the hypotenuse of a triangle with legs x and y. * Get the hypotenuse of a triangle with legs x and y.
Useful for distance calculation. Useful for distance calculation.
* `math.sign(x, tolerance)` * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
* Get the sign of a number. * Get the sign of a number.
Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`) * tolerance: number, default: `0.0`
* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)` * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
* If `max_splits` is negative, do not limit splits. `0` is returned.
* `sep_is_pattern` specifies if separator is a plain string or a pattern (regex). * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
* e.g. `string:split("a,b", ",") == {"a","b"}` * `separator`: string, default: `","`
* `string:trim()` * `include_empty`: boolean, default: `false`
* e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"` * `max_splits`: number, if it's positive, splits aren't limited,
* `minetest.wrap_text(str, limit, [as_table])`: returns a string or table default: `-1`
* Adds newlines to the string to keep it within the specified character limit * `sep_is_pattern`: boolean, it specifies whether separator is a plain
Note that returned lines may be longer than the limit since it only splits at word borders. string or a pattern (regex), default: `false`
* limit: Maximal amount of characters in one line * e.g. `"a,b":split","` returns `{"a","b"}`
* as_table: optional, if true return table of lines instead of string * `string:trim()`: returns the string whithout whitespace pre- and suffixes
* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"` * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
* Convert position to a printable string * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place. * Adds newlines to the string to keep it within the specified character
* `minetest.string_to_pos(string)`: returns a position limit
* Same but in reverse. Returns `nil` if the string can't be parsed to a position. * Note that the returned lines may be longer than the limit since it only
splits at word borders.
* `limit`: number, maximal amount of characters in one line
* `as_table`: boolean, if set to true, a table of lines instead of a string
is returned, default: `false`
* `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
* `pos`: table {x=X, y=Y, z=Z}
* Converts the position `pos` to a human-readable, printable string
* `decimal_places`: number, if specified, the x, y and z values of
the position are rounded to the given decimal place.
* `minetest.string_to_pos(string)`: returns a position or `nil`
* Same but in reverse.
* If the string can't be parsed to a position, nothing is returned.
* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
* Converts a string representing an area box into two positions * Converts a string representing an area box into two positions
* `minetest.formspec_escape(string)`: returns a string * `minetest.formspec_escape(string)`: returns a string
@ -2542,7 +2558,7 @@ Call these functions only at load time!
### Authentication ### Authentication
* `minetest.notify_authentication_modified(name)` * `minetest.notify_authentication_modified(name)`
* Should be called by the authentication handler if privileges changes. * Should be called by the authentication handler if privileges changes.
* To report everybody, set `name=nil`. * `name`: string, if ommited, everybody is reported
* `minetest.check_password_entry(name, entry, password)` * `minetest.check_password_entry(name, entry, password)`
* Returns true if the "db entry" for a player with name matches given * Returns true if the "db entry" for a player with name matches given
* password, false otherwise. * password, false otherwise.
@ -2581,12 +2597,15 @@ and `minetest.auth_reload` call the authetification handler.
### Environment access ### Environment access
* `minetest.set_node(pos, node)` * `minetest.set_node(pos, node)`
* `minetest.add_node(pos, node): alias set_node(pos, node)` * `minetest.add_node(pos, node): alias to `minetest.set_node`
* Set node at position (`node = {name="foo", param1=0, param2=0}`) * Set node at position `pos`
* `node`: table `{name=string, param1=number, param2=number}`
* If param1 or param2 is omitted, it's set to `0`.
* e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
* `minetest.swap_node(pos, node)` * `minetest.swap_node(pos, node)`
* Set node at position, but don't remove metadata * Set node at position, but don't remove metadata
* `minetest.remove_node(pos)` * `minetest.remove_node(pos)`
* Equivalent to `set_node(pos, "air")` * By default it does the same as `minetest.set_node(pos, {name="air"})`
* `minetest.get_node(pos)` * `minetest.get_node(pos)`
* Returns the node at the given position as table in the format * Returns the node at the given position as table in the format
`{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}` `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
@ -3117,10 +3136,11 @@ These functions return the leftover itemstack.
* `name`: `"breath"` or `"health"` * `name`: `"breath"` or `"health"`
* `hud_definition`: definition to replace builtin definition * `hud_definition`: definition to replace builtin definition
* `minetest.send_join_message(player_name)` * `minetest.send_join_message(player_name)`
* Can be overridden by mods to change the join message * This function can be overridden by mods to change the join message.
* `minetest.send_leave_message(player_name, timed_out)` * `minetest.send_leave_message(player_name, timed_out)`
* Can be overridden by mods to change the leave message * This function can be overridden by mods to change the leave message.
* `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer * `minetest.hash_node_position(pos)`: returns an 48-bit integer
* `pos`: table {x=number, y=number, z=number},
* Gives a unique hash number for a node position (16+16+16=48bit) * Gives a unique hash number for a node position (16+16+16=48bit)
* `minetest.get_position_from_hash(hash)`: returns a position * `minetest.get_position_from_hash(hash)`: returns a position
* Inverse transform of `minetest.hash_node_position` * Inverse transform of `minetest.hash_node_position`
@ -3386,9 +3406,14 @@ This is basically a reference to a C++ `ServerActiveObject`
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
* `set_armor_groups({group1=rating, group2=rating, ...})` * `set_armor_groups({group1=rating, group2=rating, ...})`
* `get_armor_groups()`: returns a table with the armor group ratings * `get_armor_groups()`: returns a table with the armor group ratings
* `set_animation({x=1,y=1}, frame_speed=15.0, frame_blend=0, frame_loop=true)` * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
* `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
* `frame_speed`: number, default: `15.0`
* `frame_blend`: number, default: `0.0`
* `frame_loop`: boolean, default: `true`
* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop` * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
* `set_animation_frame_speed(frame_speed=15.0)` * `set_animation_frame_speed(frame_speed)`
* `frame_speed`: number, default: `15.0`
* `set_attach(parent, bone, position, rotation)` * `set_attach(parent, bone, position, rotation)`
* `bone`: string * `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative) * `position`: `{x=num, y=num, z=num}` (relative)
@ -3418,18 +3443,25 @@ This is basically a reference to a C++ `ServerActiveObject`
} }
##### LuaEntitySAO-only (no-op for other objects) ##### LuaEntitySAO-only (no-op for other objects)
* `set_velocity({x=num, y=num, z=num})` * `set_velocity(vel)`
* `get_velocity()`: returns `{x=num, y=num, z=num}` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
* `set_acceleration({x=num, y=num, z=num})` * `get_velocity()`: returns the velocity, a vector
* `get_acceleration()`: returns `{x=num, y=num, z=num}` * `set_acceleration(acc)`
* `acc` is a vector
* `get_acceleration()`: returns the acceleration, a vector
* `set_yaw(radians)` * `set_yaw(radians)`
* `get_yaw()`: returns number in radians * `get_yaw()`: returns number in radians
* `set_texture_mod(mod)` * `set_texture_mod(mod)`
* `get_texture_mod()` returns current texture modifier * `get_texture_mod()` returns current texture modifier
* `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2, * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
select_horiz_by_yawpitch=false)` * Select sprite from spritesheet with optional animation and Dungeon Master
* Select sprite from spritesheet with optional animation and DM-style style texture selection based on yaw relative to camera
texture selection based on yaw relative to camera * `p`: {x=number, y=number}, the coordinate of the first frame
(x: column, y: row), default: `{x=0, y=0}`
* `num_frames`: number, default: `1`
* `framelength`: number, default: `0.2`
* `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
Master mob, default: `false`
* `get_entity_name()` (**Deprecated**: Will be removed in a future version) * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
* `get_luaentity()` * `get_luaentity()`
@ -3470,9 +3502,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* Should usually be called in `on_joinplayer` * Should usually be called in `on_joinplayer`
* `get_inventory_formspec()`: returns a formspec string * `get_inventory_formspec()`: returns a formspec string
* `get_player_control()`: returns table with player pressed keys * `get_player_control()`: returns table with player pressed keys
* `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}` * The table consists of fields with boolean value representing the pressed
keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down and up
* example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
sneak=true, aux1=false, down=false, up=false}`
* `get_player_control_bits()`: returns integer with bit packed player pressed keys * `get_player_control_bits()`: returns integer with bit packed player pressed keys
* bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
7/LMB, 8/RMB
* `set_physics_override(override_table)` * `set_physics_override(override_table)`
* `override_table` is a table with the following fields: * `override_table` is a table with the following fields:
* `speed`: multiplier to default walking speed value (default: `1`) * `speed`: multiplier to default walking speed value (default: `1`)
@ -3627,36 +3663,42 @@ It can be created via `ItemStack(x)`, where x is an `ItemStack`,
an itemstring, a table or `nil`. an itemstring, a table or `nil`.
#### Methods #### Methods
* `is_empty()`: Returns `true` if stack is empty. * `is_empty()`: returns `true` if stack is empty.
* `get_name()`: Returns item name (e.g. `"default:stone"`). * `get_name()`: returns item name (e.g. `"default:stone"`).
* `set_name(item_name)`: Returns boolean whether item was cleared * `set_name(item_name)`: returns a boolean indicating whether the item was cleared
* `get_count()`: Returns number of items on the stack. * `get_count()`: Returns number of items on the stack.
* `set_count(count)`: Returns boolean whether item was cleared * `set_count(count)`: returns a boolean indicating whether the item was cleared
* `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools. * `count`: number, unsigned 16 bit integer
* `set_wear(wear)`: Returns boolean whether item was cleared * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
* `get_meta()`: Returns ItemStackMetaRef. See section for more details * `set_wear(wear)`: returns boolean indicating whether item was cleared
* `wear`: number, unsigned 16 bit integer
* `get_meta()`: returns ItemStackMetaRef. See section for more details
* `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack). * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
* `set_metadata(metadata)`: (DEPRECATED) Returns true. * `set_metadata(metadata)`: (DEPRECATED) Returns true.
* `clear()`: removes all items from the stack, making it empty. * `clear()`: removes all items from the stack, making it empty.
* `replace(item)`: replace the contents of this stack. * `replace(item)`: replace the contents of this stack.
* `item` can also be an itemstring or table. * `item` can also be an itemstring or table.
* `to_string()`: Returns the stack in itemstring form. * `to_string()`: returns the stack in itemstring form.
* `to_table()`: Returns the stack in Lua table form. * `to_table()`: returns the stack in Lua table form.
* `get_stack_max()`: Returns the maximum size of the stack (depends on the item). * `get_stack_max()`: returns the maximum size of the stack (depends on the item).
* `get_free_space()`: Returns `get_stack_max() - get_count()`. * `get_free_space()`: returns `get_stack_max() - get_count()`.
* `is_known()`: Returns `true` if the item name refers to a defined item type. * `is_known()`: returns `true` if the item name refers to a defined item type.
* `get_definition()`: Returns the item definition table. * `get_definition()`: returns the item definition table.
* `get_tool_capabilities()`: Returns the digging properties of the item, * `get_tool_capabilities()`: returns the digging properties of the item,
or those of the hand if none are defined for this item type or those of the hand if none are defined for this item type
* `add_wear(amount)`: Increases wear by `amount` if the item is a tool. * `add_wear(amount)`
* `add_item(item)`: Put some item or stack onto this stack. * Increases wear by `amount` if the item is a tool
Returns leftover `ItemStack`. * `amount`: number, integer
* `item_fits(item)`: Returns `true` if item or stack can be fully added to * `add_item(item)`: returns leftover `ItemStack`
* Put some item or stack onto this stack
* `item_fits(item)`: returns `true` if item or stack can be fully added to
this one. this one.
* `take_item(n=1)`: Take (and remove) up to `n` items from this stack. * `take_item(n)`: returns taken `ItemStack`
Returns taken `ItemStack`. * Take (and remove) up to `n` items from this stack
* `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack. * `n`: number, default: `1`
Returns taken `ItemStack`. * `peek_item(n)`: returns taken `ItemStack`
* Copy (don't remove) up to `n` items from this stack
* `n`: number, default: `1`
### `PseudoRandom` ### `PseudoRandom`
A 16-bit pseudorandom number generator. A 16-bit pseudorandom number generator.
@ -4427,7 +4469,7 @@ Definition tables
^ base tiles. You can use this to colorize only specific parts of ^ base tiles. You can use this to colorize only specific parts of
^ your texture. If the texture name is an empty string, that ^ your texture. If the texture name is an empty string, that
^ overlay is not drawn. Since such tiles are drawn twice, it ^ overlay is not drawn. Since such tiles are drawn twice, it
^ is not recommended to use overlays on very common nodes. ^ 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 ]]