Update lua_api.html

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@ -4,7 +4,7 @@ layout: default
--- ---
<div class='notice'> <div class='notice'>
<h2>This is lua_api.txt nicely formated: I did not write this</h2> <h2>This is lua_api.txt nicely formated: I did not write this</h2>
This page was last updated 31/January/2017.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div> This page was last updated 19/February/2017.<br />See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br />Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.</div>
<h2 id="table-of-contents">Table of Contents</h2> <h2 id="table-of-contents">Table of Contents</h2>
<div class="toc"> <div class="toc">
<ul> <ul>
@ -156,6 +156,7 @@ This page was last updated 31/January/2017.<br />See <a href="https://github.com
</li> </li>
<li><a href="#entity-damage-mechanism">Entity damage mechanism</a></li> <li><a href="#entity-damage-mechanism">Entity damage mechanism</a></li>
<li><a href="#node-metadata">Node Metadata</a></li> <li><a href="#node-metadata">Node Metadata</a></li>
<li><a href="#item-metadata">Item Metadata</a></li>
<li><a href="#formspec">Formspec</a><ul> <li><a href="#formspec">Formspec</a><ul>
<li><a href="#examples">Examples</a><ul> <li><a href="#examples">Examples</a><ul>
<li><a href="#chest">Chest</a></li> <li><a href="#chest">Chest</a></li>
@ -237,22 +238,35 @@ This page was last updated 31/January/2017.<br />See <a href="https://github.com
<li><a href="#particles">Particles</a></li> <li><a href="#particles">Particles</a></li>
<li><a href="#schematics">Schematics</a></li> <li><a href="#schematics">Schematics</a></li>
<li><a href="#http-requests">HTTP Requests:</a></li> <li><a href="#http-requests">HTTP Requests:</a></li>
<li><a href="#storage-api">Storage API:</a></li>
<li><a href="#misc">Misc.</a></li> <li><a href="#misc">Misc.</a></li>
<li><a href="#global-objects">Global objects</a></li> <li><a href="#global-objects">Global objects</a></li>
<li><a href="#global-tables">Global tables</a></li> <li><a href="#global-tables">Global tables</a></li>
</ul> </ul>
</li> </li>
<li><a href="#class-reference">Class reference</a><ul> <li><a href="#class-reference">Class reference</a><ul>
<li><a href="#nodemetaref">NodeMetaRef</a><ul> <li><a href="#metadataref">MetaDataRef</a><ul>
<li><a href="#methods">Methods</a></li> <li><a href="#methods">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#nodetimerref">NodeTimerRef</a><ul> <li><a href="#nodemetaref">NodeMetaRef</a><ul>
<li><a href="#methods_1">Methods</a></li> <li><a href="#methods_1">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#itemstackmetaref">ItemStackMetaRef</a><ul>
<li><a href="#methods_2">Methods</a></li>
</ul>
</li>
<li><a href="#storageref">StorageRef</a><ul>
<li><a href="#methods_3">Methods</a></li>
</ul>
</li>
<li><a href="#nodetimerref">NodeTimerRef</a><ul>
<li><a href="#methods_4">Methods</a></li>
</ul>
</li>
<li><a href="#objectref">ObjectRef</a><ul> <li><a href="#objectref">ObjectRef</a><ul>
<li><a href="#methods_2">Methods</a><ul> <li><a href="#methods_5">Methods</a><ul>
<li><a href="#luaentitysao-only-no-op-for-other-objects">LuaEntitySAO-only (no-op for other objects)</a></li> <li><a href="#luaentitysao-only-no-op-for-other-objects">LuaEntitySAO-only (no-op for other objects)</a></li>
<li><a href="#player-only-no-op-for-other-objects">Player-only (no-op for other objects)</a></li> <li><a href="#player-only-no-op-for-other-objects">Player-only (no-op for other objects)</a></li>
</ul> </ul>
@ -260,37 +274,37 @@ This page was last updated 31/January/2017.<br />See <a href="https://github.com
</ul> </ul>
</li> </li>
<li><a href="#invref">InvRef</a><ul> <li><a href="#invref">InvRef</a><ul>
<li><a href="#methods_3">Methods</a></li>
</ul>
</li>
<li><a href="#areastore">AreaStore</a><ul>
<li><a href="#methods_4">Methods</a></li>
</ul>
</li>
<li><a href="#itemstack_1">ItemStack</a><ul>
<li><a href="#methods_5">Methods</a></li>
</ul>
</li>
<li><a href="#pseudorandom">PseudoRandom</a><ul>
<li><a href="#methods_6">Methods</a></li> <li><a href="#methods_6">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#pcgrandom">PcgRandom</a><ul> <li><a href="#areastore">AreaStore</a><ul>
<li><a href="#methods_7">Methods</a></li> <li><a href="#methods_7">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#securerandom">SecureRandom</a><ul> <li><a href="#itemstack_1">ItemStack</a><ul>
<li><a href="#methods_8">Methods</a></li> <li><a href="#methods_8">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#perlinnoise">PerlinNoise</a><ul> <li><a href="#pseudorandom">PseudoRandom</a><ul>
<li><a href="#methods_9">Methods</a></li> <li><a href="#methods_9">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#perlinnoisemap">PerlinNoiseMap</a><ul> <li><a href="#pcgrandom">PcgRandom</a><ul>
<li><a href="#methods_10">Methods</a></li> <li><a href="#methods_10">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#securerandom">SecureRandom</a><ul>
<li><a href="#methods_11">Methods</a></li>
</ul>
</li>
<li><a href="#perlinnoise">PerlinNoise</a><ul>
<li><a href="#methods_12">Methods</a></li>
</ul>
</li>
<li><a href="#perlinnoisemap">PerlinNoiseMap</a><ul>
<li><a href="#methods_13">Methods</a></li>
</ul>
</li>
<li><a href="#voxelmanip">VoxelManip</a><ul> <li><a href="#voxelmanip">VoxelManip</a><ul>
<li><a href="#about-voxelmanip">About VoxelManip</a></li> <li><a href="#about-voxelmanip">About VoxelManip</a></li>
<li><a href="#using-voxelmanip">Using VoxelManip</a><ul> <li><a href="#using-voxelmanip">Using VoxelManip</a><ul>
@ -301,15 +315,15 @@ This page was last updated 31/January/2017.<br />See <a href="https://github.com
<li><a href="#notes">Notes</a></li> <li><a href="#notes">Notes</a></li>
</ul> </ul>
</li> </li>
<li><a href="#methods_11">Methods</a></li> <li><a href="#methods_14">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#voxelarea">VoxelArea</a><ul> <li><a href="#voxelarea">VoxelArea</a><ul>
<li><a href="#methods_12">Methods</a></li> <li><a href="#methods_15">Methods</a></li>
</ul> </ul>
</li> </li>
<li><a href="#settings">Settings</a><ul> <li><a href="#settings">Settings</a><ul>
<li><a href="#methods_13">Methods</a></li> <li><a href="#methods_16">Methods</a></li>
</ul> </ul>
</li> </li>
</ul> </ul>
@ -372,7 +386,7 @@ source code patches to <a href="mailto:celeron55@gmail.com">celeron55@gmail.com<
<ul> <ul>
<li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li> <li>More information at <a href="http://www.minetest.net/">http://www.minetest.net/</a></li>
<li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li> <li>Developer Wiki: <a href="http://dev.minetest.net/">http://dev.minetest.net/</a></li>
</ul>This page was last updated 31/January/2017.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2> </ul>This page was last updated 19/February/2017.<br/>See <a href="https://github.com/minetest/minetest/blob/master/doc/lua_api.txt">doc/lua_api.txt</a> for the latest version (in plaintext).<br/>Generated using <a href="https://github.com/rubenwardy/minetest_modding_book/blob/gh-pages/update_lua_api.py">a Python script</a>.<h2 id="programming-in-lua">Programming in Lua</h2>
<p>If you have any difficulty in understanding this, please read <p>If you have any difficulty in understanding this, please read
<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p> <a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
<h2 id="startup">Startup</h2> <h2 id="startup">Startup</h2>
@ -1581,7 +1595,7 @@ the entity itself.</p>
<li><a class="anchor" href="#direction_2" name="direction_2">#</a><code>direction</code> is a unit vector, pointing from the source of the punch to <li><a class="anchor" href="#direction_2" name="direction_2">#</a><code>direction</code> is a unit vector, pointing from the source of the punch to
the punched object.</li> the punched object.</li>
<li><a class="anchor" href="#damage" name="damage">#</a><code>damage</code> damage that will be done to entity <li><a class="anchor" href="#damage" name="damage">#</a><code>damage</code> damage that will be done to entity
Return value of this function will determin if damage is done by this function Return value of this function will determin if damage is done by this function
(retval true) or shall be done by engine (retval false)</li> (retval true) or shall be done by engine (retval false)</li>
</ul> </ul>
<p>To punch an entity/object in Lua, call:</p> <p>To punch an entity/object in Lua, call:</p>
@ -1596,8 +1610,8 @@ Return value of this function will determin if damage is done by this function
<h2 id="node-metadata">Node Metadata</h2> <h2 id="node-metadata">Node Metadata</h2>
<p>The instance of a node in the world normally only contains the three values <p>The instance of a node in the world normally only contains the three values
mentioned in "Nodes". However, it is possible to insert extra data into a mentioned in "Nodes". However, it is possible to insert extra data into a
node. It is called "node metadata"; See "<code>NodeMetaRef</code>".</p> node. It is called "node metadata"; See <code>NodeMetaRef</code>.</p>
<p>Metadata contains two things:</p> <p>Node metadata contains two things:</p>
<ul> <ul>
<li>A key-value store</li> <li>A key-value store</li>
<li>An inventory</li> <li>An inventory</li>
@ -1634,6 +1648,18 @@ meta:from_table({
} }
}) })
</code></pre> </code></pre>
<h2 id="item-metadata">Item Metadata</h2>
<p>Item stacks can store metadata too. See <code>ItemStackMetaRef</code>.</p>
<p>Item metadata only contains a key-value store.</p>
<p>Some of the values in the key-value store are handled specially:</p>
<ul>
<li><a class="anchor" href="#description" name="description">#</a><code>description</code>: Set the itemstack's description. Defaults to idef.description</li>
</ul>
<p>Example stuff:</p>
<pre><code>local meta = stack:get_meta()
meta:set_string("key", "value")
print(dump(meta:to_table()))
</code></pre>
<h2 id="formspec">Formspec</h2> <h2 id="formspec">Formspec</h2>
<p>Formspec defines a menu. Currently not much else than inventories are <p>Formspec defines a menu. Currently not much else than inventories are
supported. It is a string, with a somewhat strange format.</p> supported. It is a string, with a somewhat strange format.</p>
@ -3187,6 +3213,14 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
</ul> </ul>
</li> </li>
</ul> </ul>
<h3 id="storage-api">Storage API:</h3>
<ul>
<li><a class="anchor" href="#minetestget_mod_storage" name="minetestget_mod_storage">#</a><code>minetest.get_mod_storage()</code>:<ul>
<li><a class="anchor" href="#StorageRef" name="StorageRef">#</a>returns reference to mod private <code>StorageRef</code></li>
<li>must be called during mod load time</li>
</ul>
</li>
</ul>
<h3 id="misc">Misc.</h3> <h3 id="misc">Misc.</h3>
<ul> <ul>
<li><a class="anchor" href="#minetestget_connected_players" name="minetestget_connected_players">#</a><code>minetest.get_connected_players()</code>: returns list of <code>ObjectRefs</code></li> <li><a class="anchor" href="#minetestget_connected_players" name="minetestget_connected_players">#</a><code>minetest.get_connected_players()</code>: returns list of <code>ObjectRefs</code></li>
@ -3433,9 +3467,8 @@ end
</li> </li>
</ul> </ul>
<h2 id="class-reference">Class reference</h2> <h2 id="class-reference">Class reference</h2>
<h3 id="nodemetaref"><code>NodeMetaRef</code></h3> <h3 id="metadataref"><code>MetaDataRef</code></h3>
<p>Node metadata: reference extra data and functionality stored in a node. <p>See <code>StorageRef</code>, <code>NodeMetaRef</code> and <code>ItemStackMetaRef</code>.</p>
Can be gotten via <code>minetest.get_meta(pos)</code>.</p>
<h4 id="methods">Methods</h4> <h4 id="methods">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#set_stringnamevalue" name="set_stringnamevalue">#</a><code>set_string(name, value)</code></li> <li><a class="anchor" href="#set_stringnamevalue" name="set_stringnamevalue">#</a><code>set_string(name, value)</code></li>
@ -3444,19 +3477,44 @@ Can be gotten via <code>minetest.get_meta(pos)</code>.</p>
<li><a class="anchor" href="#get_intname" name="get_intname">#</a><code>get_int(name)</code></li> <li><a class="anchor" href="#get_intname" name="get_intname">#</a><code>get_int(name)</code></li>
<li><a class="anchor" href="#set_floatnamevalue" name="set_floatnamevalue">#</a><code>set_float(name, value)</code></li> <li><a class="anchor" href="#set_floatnamevalue" name="set_floatnamevalue">#</a><code>set_float(name, value)</code></li>
<li><a class="anchor" href="#get_floatname" name="get_floatname">#</a><code>get_float(name)</code></li> <li><a class="anchor" href="#get_floatname" name="get_floatname">#</a><code>get_float(name)</code></li>
<li><a class="anchor" href="#get_inventory" name="get_inventory">#</a><code>get_inventory()</code>: returns <code>InvRef</code></li> <li><a class="anchor" href="#to_table" name="to_table">#</a><code>to_table()</code>: returns <code>nil</code> or a table with keys:<ul>
<li><a class="anchor" href="#to_table" name="to_table">#</a><code>to_table()</code>: returns <code>nil</code> or <code>{fields = {...}, inventory = {list1 = {}, ...}}</code></li> <li><a class="anchor" href="#fields" name="fields">#</a><code>fields</code>: key-value storage</li>
<li><a class="anchor" href="#inventory_2" name="inventory_2">#</a><code>inventory</code>: <code>{list1 = {}, ...}}</code> (NodeMetaRef only)</li>
</ul>
</li>
<li><a class="anchor" href="#from_tablenilor" name="from_tablenilor">#</a><code>from_table(nil or {})</code><ul> <li><a class="anchor" href="#from_tablenilor" name="from_tablenilor">#</a><code>from_table(nil or {})</code><ul>
<li>Any non-table value will clear the metadata</li> <li>Any non-table value will clear the metadata</li>
<li>See "Node Metadata"</li> <li>See "Node Metadata" for an example</li>
<li><a class="anchor" href="#true_11" name="true_11">#</a>returns <code>true</code> on success</li> <li><a class="anchor" href="#true_11" name="true_11">#</a>returns <code>true</code> on success</li>
</ul> </ul>
</li> </li>
</ul> </ul>
<h3 id="nodemetaref"><code>NodeMetaRef</code></h3>
<p>Node metadata: reference extra data and functionality stored in a node.
Can be obtained via <code>minetest.get_meta(pos)</code>.</p>
<h4 id="methods_1">Methods</h4>
<ul>
<li>All methods in MetaDataRef</li>
<li><a class="anchor" href="#get_inventory" name="get_inventory">#</a><code>get_inventory()</code>: returns <code>InvRef</code></li>
</ul>
<h3 id="itemstackmetaref"><code>ItemStackMetaRef</code></h3>
<p>ItemStack metadata: reference extra data and functionality stored in a stack.
Can be obtained via <code>item:get_meta()</code>.</p>
<h4 id="methods_2">Methods</h4>
<ul>
<li>All methods in MetaDataRef</li>
</ul>
<h3 id="storageref"><code>StorageRef</code></h3>
<p>Mod metadata: per mod metadata, saved automatically.
Can be obtained via <code>minetest.get_mod_storage()</code> during load time.</p>
<h4 id="methods_3">Methods</h4>
<ul>
<li>All methods in MetaDataRef</li>
</ul>
<h3 id="nodetimerref"><code>NodeTimerRef</code></h3> <h3 id="nodetimerref"><code>NodeTimerRef</code></h3>
<p>Node Timers: a high resolution persistent per-node timer. <p>Node Timers: a high resolution persistent per-node timer.
Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p> Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<h4 id="methods_1">Methods</h4> <h4 id="methods_4">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#settimeoutelapsed" name="settimeoutelapsed">#</a><code>set(timeout,elapsed)</code><ul> <li><a class="anchor" href="#settimeoutelapsed" name="settimeoutelapsed">#</a><code>set(timeout,elapsed)</code><ul>
<li>set a timer's state</li> <li>set a timer's state</li>
@ -3490,7 +3548,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
<h3 id="objectref"><code>ObjectRef</code></h3> <h3 id="objectref"><code>ObjectRef</code></h3>
<p>Moving things in the game are generally these.</p> <p>Moving things in the game are generally these.</p>
<p>This is basically a reference to a C++ <code>ServerActiveObject</code></p> <p>This is basically a reference to a C++ <code>ServerActiveObject</code></p>
<h4 id="methods_2">Methods</h4> <h4 id="methods_5">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#remove" name="remove">#</a><code>remove()</code>: remove object (after returning from Lua)<ul> <li><a class="anchor" href="#remove" name="remove">#</a><code>remove()</code>: remove object (after returning from Lua)<ul>
<li>Note: Doesn't work on players, use minetest.kick_player instead</li> <li>Note: Doesn't work on players, use minetest.kick_player instead</li>
@ -3714,7 +3772,7 @@ Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
</ul> </ul>
<h3 id="invref"><code>InvRef</code></h3> <h3 id="invref"><code>InvRef</code></h3>
<p>An <code>InvRef</code> is a reference to an inventory.</p> <p>An <code>InvRef</code> is a reference to an inventory.</p>
<h4 id="methods_3">Methods</h4> <h4 id="methods_6">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#is_emptylistname" name="is_emptylistname">#</a><code>is_empty(listname)</code>: return <code>true</code> if list is empty</li> <li><a class="anchor" href="#is_emptylistname" name="is_emptylistname">#</a><code>is_empty(listname)</code>: return <code>true</code> if list is empty</li>
<li><a class="anchor" href="#get_sizelistname" name="get_sizelistname">#</a><code>get_size(listname)</code>: get size of a list</li> <li><a class="anchor" href="#get_sizelistname" name="get_sizelistname">#</a><code>get_size(listname)</code>: get size of a list</li>
@ -3751,7 +3809,7 @@ Every area has a <code>data</code> string attribute to store additional informat
You can create an empty <code>AreaStore</code> by calling <code>AreaStore()</code>, or <code>AreaStore(type_name)</code>. You can create an empty <code>AreaStore</code> by calling <code>AreaStore()</code>, or <code>AreaStore(type_name)</code>.
If you chose the parameter-less constructor, a fast implementation will be automatically If you chose the parameter-less constructor, a fast implementation will be automatically
chosen for you.</p> chosen for you.</p>
<h4 id="methods_4">Methods</h4> <h4 id="methods_7">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#get_areaidinclude_bordersinclude_data" name="get_areaidinclude_bordersinclude_data">#</a><code>get_area(id, include_borders, include_data)</code>: returns the area with the id <code>id</code>. <li><a class="anchor" href="#get_areaidinclude_bordersinclude_data" name="get_areaidinclude_bordersinclude_data">#</a><code>get_area(id, include_borders, include_data)</code>: returns the area with the id <code>id</code>.
(optional) Boolean values <code>include_borders</code> and <code>include_data</code> control what's copied. (optional) Boolean values <code>include_borders</code> and <code>include_data</code> control what's copied.
@ -3792,7 +3850,7 @@ chosen for you.</p>
<p>An <code>ItemStack</code> is a stack of items.</p> <p>An <code>ItemStack</code> is a stack of items.</p>
<p>It can be created via <code>ItemStack(x)</code>, where x is an <code>ItemStack</code>, <p>It can be created via <code>ItemStack(x)</code>, where x is an <code>ItemStack</code>,
an itemstring, a table or <code>nil</code>.</p> an itemstring, a table or <code>nil</code>.</p>
<h4 id="methods_5">Methods</h4> <h4 id="methods_8">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#is_empty" name="is_empty">#</a><code>is_empty()</code>: Returns <code>true</code> if stack is empty.</li> <li><a class="anchor" href="#is_empty" name="is_empty">#</a><code>is_empty()</code>: Returns <code>true</code> if stack is empty.</li>
<li><a class="anchor" href="#get_name" name="get_name">#</a><code>get_name()</code>: Returns item name (e.g. <code>"default:stone"</code>).</li> <li><a class="anchor" href="#get_name" name="get_name">#</a><code>get_name()</code>: Returns item name (e.g. <code>"default:stone"</code>).</li>
@ -3801,8 +3859,9 @@ an itemstring, a table or <code>nil</code>.</p>
<li><a class="anchor" href="#set_countcount" name="set_countcount">#</a><code>set_count(count)</code>: Returns boolean whether item was cleared</li> <li><a class="anchor" href="#set_countcount" name="set_countcount">#</a><code>set_count(count)</code>: Returns boolean whether item was cleared</li>
<li><a class="anchor" href="#get_wear" name="get_wear">#</a><code>get_wear()</code>: Returns tool wear (<code>0</code>-<code>65535</code>), <code>0</code> for non-tools.</li> <li><a class="anchor" href="#get_wear" name="get_wear">#</a><code>get_wear()</code>: Returns tool wear (<code>0</code>-<code>65535</code>), <code>0</code> for non-tools.</li>
<li><a class="anchor" href="#set_wearwear" name="set_wearwear">#</a><code>set_wear(wear)</code>: Returns boolean whether item was cleared</li> <li><a class="anchor" href="#set_wearwear" name="set_wearwear">#</a><code>set_wear(wear)</code>: Returns boolean whether item was cleared</li>
<li><a class="anchor" href="#get_metadata" name="get_metadata">#</a><code>get_metadata()</code>: Returns metadata (a string attached to an item stack).</li> <li><a class="anchor" href="#get_meta" name="get_meta">#</a><code>get_meta()</code>: Returns ItemStackMetaRef. See section for more details</li>
<li><a class="anchor" href="#set_metadatametadata" name="set_metadatametadata">#</a><code>set_metadata(metadata)</code>: Returns true.</li> <li><a class="anchor" href="#get_metadata" name="get_metadata">#</a><code>get_metadata()</code>: (DEPRECATED) Returns metadata (a string attached to an item stack).</li>
<li><a class="anchor" href="#set_metadatametadata" name="set_metadatametadata">#</a><code>set_metadata(metadata)</code>: (DEPRECATED) Returns true.</li>
<li><a class="anchor" href="#clear" name="clear">#</a><code>clear()</code>: removes all items from the stack, making it empty.</li> <li><a class="anchor" href="#clear" name="clear">#</a><code>clear()</code>: removes all items from the stack, making it empty.</li>
<li><a class="anchor" href="#replaceitem" name="replaceitem">#</a><code>replace(item)</code>: replace the contents of this stack.<ul> <li><a class="anchor" href="#replaceitem" name="replaceitem">#</a><code>replace(item)</code>: replace the contents of this stack.<ul>
<li><a class="anchor" href="#item_1" name="item_1">#</a><code>item</code> can also be an itemstring or table.</li> <li><a class="anchor" href="#item_1" name="item_1">#</a><code>item</code> can also be an itemstring or table.</li>
@ -3830,7 +3889,7 @@ an itemstring, a table or <code>nil</code>.</p>
<p>A 16-bit pseudorandom number generator. <p>A 16-bit pseudorandom number generator.
Uses a well-known LCG algorithm introduced by K&amp;R.</p> Uses a well-known LCG algorithm introduced by K&amp;R.</p>
<p>It can be created via <code>PseudoRandom(seed)</code>.</p> <p>It can be created via <code>PseudoRandom(seed)</code>.</p>
<h4 id="methods_6">Methods</h4> <h4 id="methods_9">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#next" name="next">#</a><code>next()</code>: return next integer random number [<code>0</code>...<code>32767</code>]</li> <li><a class="anchor" href="#next" name="next">#</a><code>next()</code>: return next integer random number [<code>0</code>...<code>32767</code>]</li>
<li><a class="anchor" href="#nextminmax" name="nextminmax">#</a><code>next(min, max)</code>: return next integer random number [<code>min</code>...<code>max</code>]<ul> <li><a class="anchor" href="#nextminmax" name="nextminmax">#</a><code>next(min, max)</code>: return next integer random number [<code>min</code>...<code>max</code>]<ul>
@ -3843,7 +3902,7 @@ Uses a well-known LCG algorithm introduced by K&amp;R.</p>
<p>A 32-bit pseudorandom number generator. <p>A 32-bit pseudorandom number generator.
Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.</p> Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.</p>
<p>It can be created via <code>PcgRandom(seed)</code> or <code>PcgRandom(seed, sequence)</code>.</p> <p>It can be created via <code>PcgRandom(seed)</code> or <code>PcgRandom(seed, sequence)</code>.</p>
<h4 id="methods_7">Methods</h4> <h4 id="methods_10">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#next_1" name="next_1">#</a><code>next()</code>: return next integer random number [<code>-2147483648</code>...<code>2147483647</code>]</li> <li><a class="anchor" href="#next_1" name="next_1">#</a><code>next()</code>: return next integer random number [<code>-2147483648</code>...<code>2147483647</code>]</li>
<li><a class="anchor" href="#nextminmax_1" name="nextminmax_1">#</a><code>next(min, max)</code>: return next integer random number [<code>min</code>...<code>max</code>]</li> <li><a class="anchor" href="#nextminmax_1" name="nextminmax_1">#</a><code>next(min, max)</code>: return next integer random number [<code>min</code>...<code>max</code>]</li>
@ -3859,7 +3918,7 @@ Uses PCG32, an algorithm of the permuted congruential generator family, offering
<p>Interface for the operating system's crypto-secure PRNG.</p> <p>Interface for the operating system's crypto-secure PRNG.</p>
<p>It can be created via <code>SecureRandom()</code>. The constructor returns nil if a secure random device cannot be <p>It can be created via <code>SecureRandom()</code>. The constructor returns nil if a secure random device cannot be
be found on the system.</p> be found on the system.</p>
<h4 id="methods_8">Methods</h4> <h4 id="methods_11">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#next_bytescount" name="next_bytescount">#</a><code>next_bytes([count])</code>: return next <code>count</code> (default 1, capped at 2048) many random bytes, as a string.</li> <li><a class="anchor" href="#next_bytescount" name="next_bytescount">#</a><code>next_bytes([count])</code>: return next <code>count</code> (default 1, capped at 2048) many random bytes, as a string.</li>
</ul> </ul>
@ -3869,7 +3928,7 @@ It can be created via <code>PerlinNoise(seed, octaves, persistence, scale)</code
or <code>PerlinNoise(noiseparams)</code>. or <code>PerlinNoise(noiseparams)</code>.
Alternatively with <code>minetest.get_perlin(seeddiff, octaves, persistence, scale)</code> Alternatively with <code>minetest.get_perlin(seeddiff, octaves, persistence, scale)</code>
or <code>minetest.get_perlin(noiseparams)</code>.</p> or <code>minetest.get_perlin(noiseparams)</code>.</p>
<h4 id="methods_9">Methods</h4> <h4 id="methods_12">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#get2dpos" name="get2dpos">#</a><code>get2d(pos)</code>: returns 2D noise value at <code>pos={x=,y=}</code></li> <li><a class="anchor" href="#get2dpos" name="get2dpos">#</a><code>get2d(pos)</code>: returns 2D noise value at <code>pos={x=,y=}</code></li>
<li><a class="anchor" href="#get3dpos" name="get3dpos">#</a><code>get3d(pos)</code>: returns 3D noise value at <code>pos={x=,y=,z=}</code></li> <li><a class="anchor" href="#get3dpos" name="get3dpos">#</a><code>get3d(pos)</code>: returns 3D noise value at <code>pos={x=,y=,z=}</code></li>
@ -3883,7 +3942,7 @@ for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
<code>nil</code> is returned).</p> <code>nil</code> is returned).</p>
<p>For each of the functions with an optional <code>buffer</code> parameter: If <code>buffer</code> is not <p>For each of the functions with an optional <code>buffer</code> parameter: If <code>buffer</code> is not
nil, this table will be used to store the result instead of creating a new table.</p> nil, this table will be used to store the result instead of creating a new table.</p>
<h4 id="methods_10">Methods</h4> <h4 id="methods_13">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#get2dMappos" name="get2dMappos">#</a><code>get2dMap(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> 2D array of 2D noise <li><a class="anchor" href="#get2dMappos" name="get2dMappos">#</a><code>get2dMap(pos)</code>: returns a <code>&lt;size.x&gt;</code> times <code>&lt;size.y&gt;</code> 2D array of 2D noise
with values starting at <code>pos={x=,y=}</code></li> with values starting at <code>pos={x=,y=}</code></li>
@ -4032,7 +4091,7 @@ will place the schematic inside of the VoxelManip.</p>
buffer the function can use to write map data to instead of returning a new table each call. This buffer the function can use to write map data to instead of returning a new table each call. This
greatly enhances performance by avoiding unnecessary memory allocations.</li> greatly enhances performance by avoiding unnecessary memory allocations.</li>
</ul> </ul>
<h4 id="methods_11">Methods</h4> <h4 id="methods_14">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#read_from_mapp1p2" name="read_from_mapp1p2">#</a><code>read_from_map(p1, p2)</code>: Loads a chunk of map into the VoxelManip object containing <li><a class="anchor" href="#read_from_mapp1p2" name="read_from_mapp1p2">#</a><code>read_from_map(p1, p2)</code>: Loads a chunk of map into the VoxelManip object containing
the region formed by <code>p1</code> and <code>p2</code>.<ul> the region formed by <code>p1</code> and <code>p2</code>.<ul>
@ -4099,7 +4158,7 @@ will place the schematic inside of the VoxelManip.</p>
<p>A helper class for voxel areas. <p>A helper class for voxel areas.
It can be created via <code>VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}</code>. It can be created via <code>VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}</code>.
The coordinates are <em>inclusive</em>, like most other things in Minetest.</p> The coordinates are <em>inclusive</em>, like most other things in Minetest.</p>
<h4 id="methods_12">Methods</h4> <h4 id="methods_15">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#getExtent" name="getExtent">#</a><code>getExtent()</code>: returns a 3D vector containing the size of the area formed by <li><a class="anchor" href="#getExtent" name="getExtent">#</a><code>getExtent()</code>: returns a 3D vector containing the size of the area formed by
<code>MinEdge</code> and <code>MaxEdge</code></li> <code>MinEdge</code> and <code>MaxEdge</code></li>
@ -4123,7 +4182,7 @@ The coordinates are <em>inclusive</em>, like most other things in Minetest.</p>
<h3 id="settings"><code>Settings</code></h3> <h3 id="settings"><code>Settings</code></h3>
<p>An interface to read config files in the format of <code>minetest.conf</code>.</p> <p>An interface to read config files in the format of <code>minetest.conf</code>.</p>
<p>It can be created via <code>Settings(filename)</code>.</p> <p>It can be created via <code>Settings(filename)</code>.</p>
<h4 id="methods_13">Methods</h4> <h4 id="methods_16">Methods</h4>
<ul> <ul>
<li><a class="anchor" href="#getkey" name="getkey">#</a><code>get(key)</code>: returns a value</li> <li><a class="anchor" href="#getkey" name="getkey">#</a><code>get(key)</code>: returns a value</li>
<li><a class="anchor" href="#get_boolkey" name="get_boolkey">#</a><code>get_bool(key)</code>: returns a boolean</li> <li><a class="anchor" href="#get_boolkey" name="get_boolkey">#</a><code>get_bool(key)</code>: returns a boolean</li>