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# API documentation
The L-System Tree Utility provides a set of simple functions to mess around with the tree database, generate trees from saplings and more.
## Data structures
### `treedef`
This is identical to the `treedef` parameter of `minetest.spawn_tree` .
### `tree`
A `tree` is the basic data structure. It is basically a wrapper around `treedef` , with some additional fields relevant for the L-System-Tree-Utility, which are listed here:
#### `tree_id`
A tree ID, an identifier of a `tree` . This is an unique number. Many functions require a tree ID.
No identifier is used twice, once an identifier is taken, it won’ t be occupied again, even if the `tree` occupying the slot has been deleted.
#### `name`
An unique name of the tree, assigned by the user.
#### `author`
The name of the player who created the `tree` . The author is also the “owner” of the `tree` and is the only one who can edit it in the mod.
## Functions
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### `ltool.get_tree_ids`
Returns a sorted table containing all tree IDs.
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#### Parameters
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None.
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#### Return value
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A sorted table containing all tree IDs, sorted by ID.
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### `ltool.add_tree(name, author, treedef)`
Adds a tree to the tree table.
#### Parameters
* `name` : The tree’ s name.
* `author` : The author’ s / owners’ name
* `treedef` : The full tree definition, see lua_api.txt
#### Return value
The tree ID of the new tree.
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### `ltool.remove_tree(tree_id)`
Removes a tree from the tree database.
#### Parameter
* `tree_id` : ID of the tree to be removed
#### Return value
Always `nil` .
### `ltool.rename_tree(tree_id, new_name)`
Renames a tree in the database
#### Parameters
* `tree_id` : ID of the tree to be renamed
* `new_name` : The name of the tree
#### Return value
Always `nil` .
### `ltool.copy_tree(tree_id)`
Creates a copy of a tree in the database.
#### Parameter
* `tree_id` : ID of the tree to be copied
#### Return value
The ID of the copy on success,
`false` on failure (tree does not exist).
### `ltool.generate_sapling(tree_id, seed)`
Generates a sapling as an `ItemStack` to mess around later with.
#### Parameter
* `tree_id` : ID of tree the sapling will grow
* `seed` : Seed of the tree the sapling will grow (optional, can be nil)
#### Return value
An `ItemStack` which contains one sapling of the specified `tree` , on success.
Returns `false` on failure (happens if tree does not exist).
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### `ltool.give_sapling(tree_id, seed, player_name, ignore_priv)`
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Gives a L-system tree sapling to a player.
#### Parameters
* `tree_id` : ID of tree the sapling will grow
* `seed` : Seed of the tree (optional; can be nil)
* `playername` : name of the player to which
* `ignore_priv` : if `true` , player’ s `lplant` privilige is not checked (optional argument; default: `false` )
#### Return value
It depends:
* `true` on success
* `false, 1` if player does not have `lplant` privilege
* `false, 2` if player’ s inventory is full
* `false, 3` if `tree` does not exist
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### `ltool.plant_tree(tree_id, pos)`
Plants a tree as the specified position.
#### Parameters
* `tree_id` : ID of tree to be planted
* `pos` : Position of tree, in the format `{x=?, y=?, z=?}`
#### Return value
`false` on failure, `nil` otherwise.
### `ltool.show_treeform(playername)`
Shows the main tree formular to the given player, starting with the "Edit" tab.
#### Parameters
* `playername` : Name of the player to whom the formspec should be shown to
#### Return value
Always `nil.`