Update lua_api.html

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rubenwardy 2015-10-26 00:16:41 +00:00
parent b69b6f4732
commit eb005ab530
1 changed files with 63 additions and 28 deletions

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@ -21,6 +21,7 @@ layout: default
<li><a href="#dependstxt">depends.txt</a></li>
<li><a href="#screenshotpng">screenshot.png</a></li>
<li><a href="#descriptiontxt">description.txt</a></li>
<li><a href="#settingtypestxt">settingtypes.txt</a></li>
<li><a href="#initlua">init.lua</a></li>
<li><a href="#models">models</a></li>
<li><a href="#textures-sounds-media">textures, sounds, media</a></li>
@ -197,7 +198,7 @@ layout: default
<li><a href="#inventory-locations">Inventory locations</a></li>
<li><a href="#colorstring">ColorString</a></li>
<li><a href="#colorspec">ColorSpec</a></li>
<li><a href="#vector-helpers">Vector helpers</a></li>
<li><a href="#spatial-vectors">Spatial Vectors</a></li>
<li><a href="#helper-functions">Helper functions</a></li>
<li><a href="#minetest-namespace-reference">minetest namespace reference</a><ul>
<li><a href="#utilities">Utilities</a></li>
@ -339,7 +340,7 @@ source code patches to <a href="&#109;&#97;&#105;&#108;&#116;&#111;&#58;&#99;&#1
<ul>
<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>
</ul>This page was last updated 25/September/2015.<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 26/October/2015.<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
<a href="http://www.lua.org/pil/">Programming in Lua</a>.</p>
<h2 id="startup">Startup</h2>
@ -388,7 +389,9 @@ the <code>init.lua</code> scripts in a shared environment.</p>
<pre><code>name = Minetest
</code></pre>
<p>The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.</p>
to set default settings when running the particular game.
It can also contain a settingtypes.txt in the same format as the one in builtin.
This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.</p>
<h3 id="menu-images">Menu images</h3>
<p>Games can provide custom main menu images. They are put inside a <code>menu</code> directory inside the game directory.</p>
<p>The images are named <code>$identifier.png</code>, where <code>$identifier</code> is one of <code>overlay,background,footer,header</code>.
@ -435,6 +438,7 @@ empty, except for lines starting with <code>#</code>, which are comments.</p>
| |-- depends.txt
| |-- screenshot.png
| |-- description.txt
| |-- settingtypes.txt
| |-- init.lua
| |-- models
| |-- textures
@ -458,6 +462,9 @@ is missing, that does not prevent this mod from being loaded.</p>
<p>A screenshot shown in modmanager within mainmenu.</p>
<h3 id="descriptiontxt"><code>description.txt</code></h3>
<p>A File containing description to be shown within mainmenu.</p>
<h3 id="settingtypestxt"><code>settingtypes.txt</code></h3>
<p>A file in the same format as the one in builtin. It will be parsed by the
settings menu and the settings will be displayed in the "Mods" category.</p>
<h3 id="initlua"><code>init.lua</code></h3>
<p>The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
@ -642,13 +649,13 @@ from the available ones of the following files:</p>
{
pos = {x=1,y=2,z=3},
gain = 1.0, -- default
max_hear_distance = 32, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = &lt;an ObjectRef&gt;,
gain = 1.0, -- default
max_hear_distance = 32, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
loop = true, -- only sounds connected to objects can be looped
}
</code></pre>
@ -812,6 +819,10 @@ paramtype2 == "facedir"
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir's two less significant bits are rotation around the axis
paramtype2 == "leveled"
paramtype2 == "degrotate"
^ The rotation of this node is stored in param2. Plants are rotated this way.
Values range 0 - 179. The value stored in param2 is multiplied by two to
get the actual rotation of the node.
collision_box = {
type = "fixed",
fixed = {
@ -1008,14 +1019,13 @@ attribute set, puff ore generation will instead generate the absolute difference
noise displacement values. This flag has no effect for ore types other than <code>puff</code>.</p>
<h2 id="decoration-types">Decoration types</h2>
<p>The varying types of decorations that can be placed.</p>
<p>The default value is <code>simple</code>, and is currently the only type supported.</p>
<h3 id="simple"><code>simple</code></h3>
<p>Creates a 1 times <code>H</code> times 1 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,
papyri, and so on.</p>
papyri, waterlilies and so on.</p>
<h3 id="schematic"><code>schematic</code></h3>
<p>Copies a box of <code>MapNodes</code> from a specified schematic file (or raw description).
Can specify a probability of a node randomly appearing when placed.
@ -1046,8 +1056,8 @@ in the form of a table. This table specifies the following fields:</p>
placed on the map.</p>
<h2 id="schematic-attributes">Schematic attributes</h2>
<p>See section "Flag Specifier Format".</p>
<p>Currently supported flags: <code>place_center_x</code>, <code>place_center_y</code>,
<code>place_center_z</code>, <code>force_placement</code>.</p>
<p>Currently supported flags: <code>place_center_x</code>, <code>place_center_y</code>, <code>place_center_z</code>,
<code>force_placement</code>.</p>
<ul>
<li><code>place_center_x</code>: Placement of this decoration is centered along the X axis.</li>
<li><code>place_center_y</code>: Placement of this decoration is centered along the Y axis.</li>
@ -1859,7 +1869,7 @@ numerical form, the raw integer value of an ARGB8 quad:
<code>colorspec = 0xFF00FF00</code>
or string form, a ColorString (defined above):
<code>colorspec = "green"</code></p>
<h2 id="vector-helpers">Vector helpers</h2>
<h2 id="spatial-vectors">Spatial Vectors</h2>
<ul>
<li>
<p><code>vector.new([x[, y, z]])</code>: returns a vector.</p>
@ -1881,8 +1891,8 @@ or string form, a ColorString (defined above):
<ul>
<li><code>vector.add(v, x)</code>: returns a vector</li>
<li><code>vector.subtract(v, x)</code>: returns a vector</li>
<li><code>vector.multiply(v, x)</code>: returns a vector</li>
<li><code>vector.divide(v, x)</code>: returns a vector</li>
<li><code>vector.multiply(v, x)</code>: returns a scaled vector or Schur product</li>
<li><code>vector.divide(v, x)</code>: returns a scaled vector or Schur quotient</li>
</ul>
<h2 id="helper-functions">Helper functions</h2>
<ul>
@ -2006,13 +2016,13 @@ or string form, a ColorString (defined above):
</ul>
<h3 id="logging">Logging</h3>
<ul>
<li><code>minetest.debug(line)</code><ul>
<li>Always printed to <code>stderr</code> and logfile (<code>print()</code> is redirected here)</li>
<li><code>minetest.debug(...)</code><ul>
<li>Equivalent to <code>minetest.log(table.concat({...}, "\t"))</code></li>
</ul>
</li>
<li><code>minetest.log(line)</code></li>
<li><code>minetest.log(loglevel, line)</code><ul>
<li><code>loglevel</code> is one of <code>"error"</code>, <code>"action"</code>, <code>"info"</code>, <code>"verbose"</code></li>
<li><code>minetest.log([level,] text)</code><ul>
<li><code>level</code> is one of <code>"none"</code>, <code>"error"</code>, <code>"warning"</code>, <code>"action"</code>,
<code>"info"</code>, or <code>"verbose"</code>. Default is <code>"none"</code>.</li>
</ul>
</li>
</ul>
@ -2226,8 +2236,11 @@ or string form, a ColorString (defined above):
<li><code>minetest.set_player_privs(name, {priv1=true,...})</code></li>
<li><code>minetest.get_player_privs(name) -&gt; {priv1=true,...}</code></li>
<li><code>minetest.auth_reload()</code></li>
<li><code>minetest.check_player_privs(name, {priv1=true,...})</code>: returns <code>bool, missing_privs</code><ul>
<li>A quickhand for checking privileges</li>
<li><code>minetest.check_player_privs(player_or_name, ...)</code>: returns <code>bool, missing_privs</code><ul>
<li>A quickhand for checking privileges.</li>
<li><code>player_or_name</code>: Either a Player object or the name of a player.</li>
<li><code>...</code> is either a list of strings, e.g. <code>"priva", "privb"</code> or
a table, e.g. <code>{ priva = true, privb = true }</code>.</li>
</ul>
</li>
<li><code>minetest.get_player_ip(name)</code>: returns an IP address string</li>
@ -2313,7 +2326,10 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
</ul>
</li>
<li><code>minetest.get_player_by_name(name)</code>: Get an <code>ObjectRef</code> to a player</li>
<li><code>minetest.get_objects_inside_radius(pos, radius)</code></li>
<li><code>minetest.get_objects_inside_radius(pos, radius)</code><ul>
<li><code>radius</code>: using an euclidean metric</li>
</ul>
</li>
<li><code>minetest.set_timeofday(val)</code><ul>
<li><code>val</code> is between <code>0</code> and <code>1</code>; <code>0</code> for midnight, <code>0.5</code> for midday</li>
</ul>
@ -2321,6 +2337,7 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li><code>minetest.get_timeofday()</code></li>
<li><code>minetest.get_gametime()</code>: returns the time, in seconds, since the world was created</li>
<li><code>minetest.find_node_near(pos, radius, nodenames)</code>: returns pos or <code>nil</code><ul>
<li><code>radius</code>: using a maximum metric</li>
<li><code>nodenames</code>: e.g. <code>{"ignore", "group:tree"}</code> or <code>"default:dirt"</code></li>
</ul>
</li>
@ -2356,6 +2373,11 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li>Return requested mapgen object if available (see "Mapgen objects")</li>
</ul>
</li>
<li><code>minetest.get_biome_id(biome_name)</code><ul>
<li>Returns the biome id, as used in the biomemap Mapgen object, for a
given biome_name string.</li>
</ul>
</li>
<li><code>minetest.get_mapgen_params()</code> Returns mapgen parameters, a table containing
<code>mgname</code>, <code>seed</code>, <code>chunksize</code>, <code>water_level</code>, and <code>flags</code>.</li>
<li><code>minetest.set_mapgen_params(MapgenParams)</code><ul>
@ -2416,7 +2438,7 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
<li>returns a table of 3D points representing a path from <code>pos1</code> to <code>pos2</code> or <code>nil</code></li>
<li><code>pos1</code>: start position</li>
<li><code>pos2</code>: end position</li>
<li><code>searchdistance</code>: number of blocks to search in each direction</li>
<li><code>searchdistance</code>: number of blocks to search in each direction using a maximum metric</li>
<li><code>max_jump</code>: maximum height difference to consider walkable</li>
<li><code>max_drop</code>: maximum height difference to consider droppable</li>
<li><code>algorithm</code>: One of <code>"A*_noprefetch"</code> (default), <code>"A*"</code>, <code>"Dijkstra"</code></li>
@ -3674,6 +3696,7 @@ minetest.spawn_tree(pos,apple_tree)
stepheight = 0,
automatic_face_movement_dir = 0.0,
-- ^ automatically set yaw to movement direction; offset in degrees; false to disable
backface_culling = true, -- false to disable backface_culling for model
}
</code></pre>
<h3 id="entity-definition-register_entity">Entity definition (<code>register_entity</code>)</h3>
@ -3698,10 +3721,14 @@ minetest.spawn_tree(pos,apple_tree)
<pre><code>{
-- In the following two fields, also group:groupname will work.
nodenames = {"default:lava_source"},
neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
-- ^ If left out or empty, any neighbor will do
interval = 1.0, -- (operation interval)
chance = 1, -- (chance of trigger is 1.0/this)
neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
^ If left out or empty, any neighbor will do ]]
interval = 1.0, -- Operation interval in seconds
chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
catch_up = true, -- If true, catch-up behaviour is enabled --[[
^ The chance value is temporarily reduced when returning to
an area to simulate time lost by the area being unattended.
^ Note chance value can often be reduced to 1 ]]
action = func(pos, node, active_object_count, active_object_count_wider),
}
</code></pre>
@ -3862,14 +3889,17 @@ minetest.spawn_tree(pos,apple_tree)
},
on_construct = func(pos), --[[
^ Node constructor; always called after adding node
^ Node constructor; called after adding node
^ Can set up metadata and stuff like that
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_destruct = func(pos), --[[
^ Node destructor; always called before removing node
^ Node destructor; called before removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_destruct = func(pos, oldnode), --[[
^ Node destructor; always called after removing node
^ Node destructor; called after removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
@ -4040,6 +4070,11 @@ minetest.spawn_tree(pos,apple_tree)
-- ^ Minimum and maximum `y` positions these decorations can be generated at.
-- ^ This parameter refers to the `y` position of the decoration base, so
-- the actual maximum height would be `height_max + size.Y`.
flags = "liquid_surface",
-- ^ Flags for all decoration types.
-- ^ "liquid_surface": Instead of placement on the highest solid surface
-- ^ in a mapchunk column, placement is on the highest liquid surface.
-- ^ Placement is disabled if solid nodes are found above the liquid surface.
----- Simple-type parameters
decoration = "default:grass",