31 KiB
Minetest Game API
This is a fork of the original one at https://github.com/minetest/minetest_game For more information about fork check Differences section.
Introduction
The Minetest4 Game game offers multiple new possibilities in addition to the Minetest engine's built-in API, allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest4 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-4.0/doc/lua_api.txt Please note:
- [XYZ] refers to a section the Minetest API
- [#ABC] refers to a section in this document
- [pos] refers to a position table
{x = -5, y = 0, z = 200}
Table of Contents
- Bucket API
- Beds API
- Creative API
- Doors API
- Fence API
- Walls API
- Farming API
- Fire API
- Give Initial Stuff API
- TNT API
- Screwdriver API
- Sethome API
- Sfinv API
- Stairs API
- Xpanes API
- Raillike definitions
- Default sounds
- Default constants
- Player API
- Leafdecay
- Dyes
- Trees
- Carts
- Key API
Bucket API
The bucket API allows registering new types of buckets for non-default liquids.
bucket.register_liquid(
"default:lava_source", -- name of the source node
"default:lava_flowing", -- name of the flowing node
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
"Lava Bucket", -- text description of the bucket item
{lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
-- a source neighbour, even if defined as 'liquid_renewable = false'.
-- Needed to avoid creating holes in sloping rivers.
)
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
Beds API
beds.register_bed(
"beds:bed", -- Bed name
def -- See [#Bed definition]
)
beds.read_spawns()
Returns a table containing players respawn positionsbeds.kick_players()
Forces all players to leave bedbeds.skip_night()
Sets world time to morning and saves respawn position of all players currently sleeping
Bed definition
{
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
top = {Tile definition} -- the tiles of the bottom part of the bed.
},
nodebox = {
bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
top = 'regular nodebox', -- top part of bed (see [Node boxes])
},
selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
recipe = { -- Craft recipe
{"group:wool", "group:wool", "group:wool"},
{"group:wood", "group:wood", "group:wood"}
}
}
Creative API
Use creative.register_tab(name, title, items)
to add a tab with filtered items.
For example,
creative.register_tab("tools", "Tools", minetest.registered_tools)
is used to show all tools. Name is used in the sfinv page name, title is the human readable title.
is_enabled_for
is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
The contents of creative.formspec_add
is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
Doors API
The doors mod allows modders to register custom doors and trapdoors.
doors.register_door(name, def)
- Registers new door
name
Name for doordef
See [#Door definition]
doors.register_trapdoor(name, def)
- Registers new trapdoor
name
Name for trapdoordef
See [#Trapdoor definition]
doors.register_fencegate(name, def)
- Registers new fence gate
name
Name for fence gatedef
See [#Fence gate definition]
doors.get(pos)
-
pos
A position as a table, e.g{x = 1, y = 1, z = 1}
-
Returns an ObjectRef to a door, or nil if the position does not contain a door
Methods
:open(player) -- Open the door object, returns if door was opened :close(player) -- Close the door object, returns if door was closed :toggle(player) -- Toggle the door state, returns if state was toggled :state() -- returns the door state, true = open, false = closed
the "player" parameter can be omitted in all methods. If passed then the usual permission checks will be performed to make sure the player has the permissions needed to open this door. If omitted then no permission checks are performed.
Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
Fence API
Allows creation of new fences with "fencelike" drawtype.
default.register_fence(name, item definition)
Registers a new fence. Custom fields texture and material are required, as are name and description. The rest is optional. You can pass most normal nodedef fields here except drawtype. The fence group will always be added for this node.
fence definition
name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
The walls API allows easy addition of stone auto-connecting wall nodes.
walls.register(name, desc, texture, mat, sounds) ^ name = "walls:stone_wall". Node name. ^ desc = "A Stone wall" ^ texture = "default_stone.png" ^ mat = "default:stone". Used to auto-generate crafting recipe. ^ sounds = sounds: see [#Default sounds]
Farming API
The farming API allows you to easily register plants and hoes.
farming.register_hoe(name, hoe definition)
- Register a new hoe, see [#hoe definition]
farming.register_plant(name, Plant definition)
- Register a new growing plant, see [#Plant definition]
farming.registered_plants[name] = definition
- Table of registered plants, indexed by plant name
Hoe Definition
{
description = "", -- Description for tooltip
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
max_uses = 30, -- Uses until destroyed
material = "", -- Material for recipes
recipe = { -- Craft recipe, if material isn't used
{"air", "air", "air"},
{"", "group:stick"},
{"", "group:stick"},
}
}
Plant definition
{
description = "", -- Description of seed item
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
New node def property:
on_burn(pos)
- Called when fire attempts to remove a burning node.
pos
Position of the burning node.
on_ignite(pos, igniter)
- Called when Flint and steel (or a mod defined ignitor) is used on a node. Defining it may prevent the default action (spawning flames) from triggering.
pos
Position of the ignited node.igniter
Player that used the tool, when available.
Give Initial Stuff API
give_initial_stuff.give(player)
^ Give initial stuff to "player"
give_initial_stuff.add(stack)
^ Add item to the initial stuff ^ Stack can be an ItemStack or a item name eg: "default:dirt 99" ^ Can be called after the game has loaded
give_initial_stuff.clear()
^ Removes all items from the initial stuff ^ Can be called after the game has loaded
give_initial_stuff.get_list()
^ returns list of item stacks
give_initial_stuff.set_list(list)
^ List of initial items with numeric indices.
give_initial_stuff.add_from_csv(str)
^ str is a comma separated list of initial stuff ^ Adds items to the list of items to be given
TNT API
tnt.register_tnt(definition)
^ Register a new type of tnt.
name
The name of the node. If no prefix is giventnt
is used.description
A description for your TNT.radius
The radius within which the TNT can destroy nodes. The default is 3.damage_radius
The radius within which the TNT can damage players and mobs. By default it is twice theradius
.disable_drops
Disable drops. By default it is set to false.ignore_protection
Don't checkminetest.is_protected
before removing a node.ignore_on_blast
Don't callon_blast
even if a node has one.tiles
Textures for nodeside
Side tiles. By default the name of the tnt with a suffix of_side.png
.top
Top tile. By default the name of the tnt with a suffix of_top.png
.bottom
Bottom tile. By default the name of the tnt with a suffix of_bottom.png
.burning
Top tile when lit. By default the name of the tnt with a suffix of_top_burning_animated.png
.
tnt.boom(position[, definition])
^ Create an explosion.
position
The center of explosion.definition
The TNT definion as passed totnt.register
with the following addition:explode_center
false by default which removes TNT node on blast, when true will explode center node.
tnt.burn(position, [nodename])
^ Ignite node at position, triggering its on_ignite
callback (see fire mod).
If no such callback exists, fallback to turn tnt group nodes to their
"_burning" variant.
nodename isn't required unless already known.
To make dropping items from node inventories easier, you can use the following helper function from 'default':
default.get_inventory_drops(pos, inventory, drops)
^ Return drops from node inventory "inventory" in drops.
pos
- the node positioninventory
- the name of the inventory (string)drops
- an initialized list
The function returns no values. The drops are returned in the drops
parameter, and drops is not reinitialized so you can call it several
times in a row to add more inventory items to it.
on_blast
callbacks:
Both nodedefs and entitydefs can provide an on_blast()
callback
nodedef.on_blast(pos, intensity)
^ Allow drop and node removal overriding
pos
- node positionintensity
- TNT explosion measure. larger or equal to 1.0 ^ Should return a list of drops (e.g. {"default:stone"}) ^ Should perform node removal itself. If callback exists in the nodedef ^ then the TNT code will not destroy this node.
entitydef.on_blast(luaobj, damage)
^ Allow TNT effects on entities to be overridden
luaobj
- LuaEntityRef of the entitydamage
- suggested HP damage value ^ Should return a list of (bool do_damage, bool do_knockback, table drops)do_damage
- if true then TNT mod wil damage the entitydo_knockback
- if true then TNT mod will knock the entity awaydrops
- a list of drops, e.g. {"wool:red"}
Screwdriver API
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
To use it, add the on_screwdriver
function to the node definition.
on_rotate(pos, node, user, mode, new_param2)
pos
Position of the node that the screwdriver is being used onnode
that nodeuser
The player who used the screwdrivermode
screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXISnew_param2
the new value of param2 that would have been set if on_rotate wasn't there- return value: false to disallow rotation, nil to keep default behaviour, true to allow it but to indicate that changed have already been made (so the screwdriver will wear out)
- use
on_rotate = false
to always disallow rotation - use
on_rotate = screwdriver.rotate_simple
to allow only face rotation
Sethome API
The sethome API adds three global functions to allow mods to read a players home position, set a players home position and teleport a player to home position.
sethome.get(name)
name
Player who's home position you wish to get- return value: false if no player home coords exist, position table if true
sethome.set(name, pos)
name
Player who's home position you wish to setpos
Position table containing coords of home position- return value: false if unable to set and save new home position, otherwise true
sethome.go(name)
name
Player you wish to teleport to their home position- return value: false if player cannot be sent home, otherwise true
Sfinv API
sfinv Methods
Pages
- sfinv.set_page(player, pagename) - changes the page
- sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
- sfinv.register_page(name, def) - register a page, see section below
- sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
- Note: Page must already be defined, (opt)depend on the mod defining it.
- sfinv.set_player_inventory_formspec(player) - (re)builds page formspec and calls set_inventory_formspec().
- sfinv.get_formspec(player, context) - builds current page's formspec
Contexts
- sfinv.get_or_create_context(player) - gets the player's context
- sfinv.set_context(player, context)
Theming
- sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
- show_inv, defaults to false. Whether to show the player's main inventory
- size, defaults to
size[8,8.6]
if not specified
- sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
sfinv Members
- pages - table of pages[pagename] = def
- pages_unordered - array table of pages in order of addition (used to build navigation tabs).
- contexts - contexts[playername] = player_context
- enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
Context
A table with these keys:
- page - current page name
- nav - a list of page names
- nav_titles - a list of page titles
- nav_idx - current nav index (in nav and nav_titles)
- any thing you want to store
- sfinv will clear the stored data on log out / log in
sfinv.register_page
sfinv.register_page(name, def)
def is a table containing:
title
- human readable page name (required)get(self, player, context)
- returns a formspec string. See formspec variables. (required)is_in_nav(self, player, context)
- return true to show in the navigation (the tab header, by default)on_player_receive_fields(self, player, context, fields)
- on formspec submit.on_enter(self, player, context)
- called when the player changes pages, usually using the tabs.on_leave(self, player, context)
- when leaving this page to go to another, called before other's on_enter
get formspec
Use sfinv.make_formspec to apply a layout:
return sfinv.make_formspec(player, context, [[
list[current_player;craft;1.75,0.5;3,3;]
list[current_player;craftpreview;5.75,1.5;1,1;]
image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
listring[current_player;main]
listring[current_player;craft]
image[0,4.25;1,1;gui_hb_bg.png]
image[1,4.25;1,1;gui_hb_bg.png]
image[2,4.25;1,1;gui_hb_bg.png]
image[3,4.25;1,1;gui_hb_bg.png]
image[4,4.25;1,1;gui_hb_bg.png]
image[5,4.25;1,1;gui_hb_bg.png]
image[6,4.25;1,1;gui_hb_bg.png]
image[7,4.25;1,1;gui_hb_bg.png]
]], true)
See above (methods section) for more options.
Customising themes
Simply override this function to change the navigation:
function sfinv.get_nav_fs(player, context, nav, current_idx)
return "navformspec"
end
And override this function to change the layout:
function sfinv.make_formspec(player, context, content, show_inv, size)
local tmp = {
size or "size[8,8.6]",
theme_main,
sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
content
}
if show_inv then
tmp[4] = theme_inv
end
return table.concat(tmp, "")
end
Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those delivered with Minetest Game, to keep them compatible with other mods.
stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
- Registers a stair.
subname
: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"recipeitem
: Item used in the craft recipe, e.g. "default:cobble", may benil
groups
: see [Known damage and digging time defining groups]images
: see [Tile definition]description
: used for the description field in the stair's definitionsounds
: see [#Default sounds]
stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
- Registers a slabs
subname
: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"recipeitem
: Item used in the craft recipe, e.g. "default:cobble"groups
: see [Known damage and digging time defining groups]images
: see [Tile definition]description
: used for the description field in the stair's definitionsounds
: see [#Default sounds]
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
- A wrapper for stairs.register_stair and stairs.register_slab
- Uses almost the same arguments as stairs.register_stair
desc_stair
: Description for stair nodedesc_slab
: Description for slab node
Xpanes API
Creates panes that automatically connect to each other
xpanes.register_pane(subname, def)
subname
: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"def
: See [#Pane definition]
Pane definition
{
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
}
Raillike definitions
The following nodes use the group connect_to_raillike
and will only connect to
raillike nodes within this group and the same group value.
Use minetest.raillike_group(<Name>)
to get the group value.
Node type | Raillike group name |
---|---|
default:rail | "rail" |
tnt:gunpowder | "gunpowder" |
tnt:gunpowder_burning | "gunpowder" |
Example:
If you want to add a new rail type and want it to connect with default:rail,
add connect_to_raillike=minetest.raillike_group("rail")
into the groups
table
of your node.
Default sounds
Sounds inside the default table can be used within the sounds field of node definitions.
default.node_sound_defaults()
default.node_sound_stone_defaults()
default.node_sound_dirt_defaults()
default.node_sound_sand_defaults()
default.node_sound_wood_defaults()
default.node_sound_leaves_defaults()
default.node_sound_glass_defaults()
default.node_sound_metal_defaults()
Default constants
default.LIGHT_MAX
The maximum light level (see [Node definition] light_source)
Player API
The player API can register player models and update the player's appearance.
-
player_api.register_model(name, def)
- Register a new model to be used by players
- name: model filename such as "character.x", "foo.b3d", etc.
- def: See [#Model definition]
- saved to player_api.registered_models
-
player_api.registered_player_models[name]
- Get a model's definition
- see [#Model definition]
-
player_api.set_model(player, model_name)
- Change a player's model
player
: PlayerRefmodel_name
: model registered with player_api.register_model()
-
player_api.set_animation(player, anim_name [, speed])
- Applies an animation to a player
- anim_name: name of the animation.
- speed: frames per second. If nil, default from the model is used
-
player_api.set_textures(player, textures)
- Sets player textures
player
: PlayerReftextures
: array of textures, Iftextures
is nil the default textures from the model def are used
-
player_api.get_animation(player)
- Returns a table containing fields
model
,textures
andanimation
. - Any of the fields of the returned table may be nil.
- player: PlayerRef
- Returns a table containing fields
-
player_api.player_attached
- A table that maps a player name to a boolean.
- If the value for a given player is set to true, the default player animations (walking, digging, ...) will no longer be updated. Knockback from damage is also prevented for that player.
Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
Leafdecay
To enable leaf decay for leaves when a tree is cut down by a player, register the tree with the default.register_leafdecay(leafdecaydef) function.
If param2
of any registered node is ~= 0, the node will always be
preserved. Thus, if the player places a node of that kind, you will
want to set param2 = 1
or so.
The function default.after_place_leaves
can be set as
after_place_node of a node
to set param2 to 1 if the player places
the node (should not be used for nodes that use param2 otherwise
(e.g. facedir)).
If the node is in the leafdecay_drop
group then it will always be
dropped as an item.
default.register_leafdecay(leafdecaydef)
leafdecaydef
is a table, with following members:
{
trunks = {"default:tree"}, -- nodes considered trunks
leaves = {"default:leaves", "default:apple"},
-- nodes considered for removal
radius = 3, -- radius to consider for searching
}
Note: all the listed nodes in trunks
have their on_after_destruct
callback overridden. All the nodes listed in leaves
have their
on_timer
callback overridden.
Dyes
To make recipes that will work with any dye ever made by anybody, define them based on groups. You can select any group of groups, based on your need for amount of colors.
Color groups
Base color groups:
basecolor_white
basecolor_grey
basecolor_black
basecolor_red
basecolor_yellow
basecolor_green
basecolor_cyan
basecolor_blue
basecolor_magenta
Extended color groups ( * means also base color )
excolor_white
*excolor_lightgrey
excolor_grey
*excolor_darkgrey
excolor_black
*excolor_red
*excolor_orange
excolor_yellow
*excolor_lime
excolor_green
*excolor_aqua
excolor_cyan
*excolor_sky_blue
excolor_blue
*excolor_violet
excolor_magenta
*excolor_red_violet
The whole unifieddyes palette as groups:
unicolor_<excolor>
For the following, no white/grey/black is allowed:
unicolor_medium_<excolor>
unicolor_dark_<excolor>
unicolor_light_<excolor>
unicolor_<excolor>_s50
unicolor_medium_<excolor>_s50
unicolor_dark_<excolor>_s50
Example of one shapeless recipe using a color group:
minetest.register_craft({
type = "shapeless",
output = '<mod>:item_yellow',
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
})
Color lists
-
dye.basecolors
are an array containing the names of available base colors -
dye.excolors
are an array containing the names of the available extended colors
Trees
-
default.grow_tree(pos, is_apple_tree)
-
Grows a mgv6 tree or apple tree at pos
-
default.grow_jungle_tree(pos)
-
Grows a mgv6 jungletree at pos
-
default.grow_pine_tree(pos)
-
Grows a mgv6 pinetree at pos
-
default.grow_new_apple_tree(pos)
-
Grows a new design apple tree at pos
-
default.grow_new_jungle_tree(pos)
-
Grows a new design jungle tree at pos
-
default.grow_new_pine_tree(pos)
-
Grows a new design pine tree at pos
-
default.grow_new_snowy_pine_tree(pos)
-
Grows a new design snowy pine tree at pos
-
default.grow_new_acacia_tree(pos)
-
Grows a new design acacia tree at pos
-
default.grow_new_aspen_tree(pos)
-
Grows a new design aspen tree at pos
-
default.grow_bush(pos)
-
Grows a bush at pos
-
default.grow_acacia_bush(pos)
-
Grows an acaia bush at pos
Carts
carts.register_rail(
"mycarts:myrail", -- Rail name
nodedef, -- standard nodedef
railparams -- rail parameter struct (optional)
)
railparams = {
on_step(obj, dtime), -- Event handler called when
-- cart is on rail
acceleration, -- integer acceleration factor (negative
-- values to brake)
}
The event handler is called after all default calculations
are made, so the custom on_step handler can override things
like speed, acceleration, player attachment. The handler will
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
The key API allows mods to add key functionality to nodes that have ownership or specific permissions. Using the API will make it so that a node owner can use skeleton keys on their nodes to create keys for that node in that location, and give that key to other players, allowing them some sort of access that they otherwise would not have due to node protection.
To make your new nodes work with the key API, you need to register two callback functions in each nodedef:
on_key_use(pos, player)
- Is called when a player right-clicks (uses) a normal key on your
- node.
pos
- position of the nodeplayer
- PlayerRef- return value: none, ignored
The on_key_use
callback should validate that the player is wielding
a key item with the right key meta secret. If needed the code should
deny access to the node functionality.
If formspecs are used, the formspec callbacks should duplicate these checks in the metadata callback functions.
on_skeleton_key_use(pos, player, newsecret)
- Is called when a player right-clicks (uses) a skeleton key on your
- node.
pos
- position of the nodeplayer
- PlayerRefnewsecret
- a secret value(string)- return values:
secret
-nil
or the secret value that unlocks the doorname
- a string description of the node ("a locked chest")owner
- name of the node owner
The on_skeleton_key_use
function should validate that the player has
the right permissions to make a new key for the item. The newsecret
value is useful if the node has no secret value. The function should
store this secret value somewhere so that in the future it may compare
key secrets and match them to allow access. If a node already has a
secret value, the function should return that secret value instead
of the newsecret value. The secret value stored for the node should
not be overwritten, as this would invalidate existing keys.
Aside from the secret value, the function should retun a descriptive name for the node and the owner name. The return values are all encoded in the key that will be given to the player in replacement for the wielded skeleton key.
if nil
is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.