lua_api.txt 184 KB

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  1. Minetest Lua Modding API Reference 0.4.15
  2. =========================================
  3. * More information at <http://www.minetest.net/>
  4. * Developer Wiki: <http://dev.minetest.net/>
  5. Introduction
  6. ------------
  7. Content and functionality can be added to Minetest 0.4 by using Lua
  8. scripting in run-time loaded mods.
  9. A mod is a self-contained bunch of scripts, textures and other related
  10. things that is loaded by and interfaces with Minetest.
  11. Mods are contained and ran solely on the server side. Definitions and media
  12. files are automatically transferred to the client.
  13. If you see a deficiency in the API, feel free to attempt to add the
  14. functionality in the engine and API. You can send such improvements as
  15. source code patches to <celeron55@gmail.com>.
  16. Programming in Lua
  17. ------------------
  18. If you have any difficulty in understanding this, please read
  19. [Programming in Lua](http://www.lua.org/pil/).
  20. Startup
  21. -------
  22. Mods are loaded during server startup from the mod load paths by running
  23. the `init.lua` scripts in a shared environment.
  24. Paths
  25. -----
  26. * `RUN_IN_PLACE=1` (Windows release, local build)
  27. * `$path_user`:
  28. * Linux: `<build directory>`
  29. * Windows: `<build directory>`
  30. * `$path_share`
  31. * Linux: `<build directory>`
  32. * Windows: `<build directory>`
  33. * `RUN_IN_PLACE=0`: (Linux release)
  34. * `$path_share`
  35. * Linux: `/usr/share/minetest`
  36. * Windows: `<install directory>/minetest-0.4.x`
  37. * `$path_user`:
  38. * Linux: `$HOME/.minetest`
  39. * Windows: `C:/users/<user>/AppData/minetest` (maybe)
  40. Games
  41. -----
  42. Games are looked up from:
  43. * `$path_share/games/gameid/`
  44. * `$path_user/games/gameid/`
  45. where `gameid` is unique to each game.
  46. The game directory contains the file `game.conf`, which contains these fields:
  47. name = <Human-readable full name of the game>
  48. e.g.
  49. name = Minetest
  50. The game directory can contain the file minetest.conf, which will be used
  51. to set default settings when running the particular game.
  52. It can also contain a settingtypes.txt in the same format as the one in builtin.
  53. This settingtypes.txt will be parsed by the menu and the settings will be displayed
  54. in the "Games" category in the settings tab.
  55. ### Menu images
  56. Games can provide custom main menu images. They are put inside a `menu` directory
  57. inside the game directory.
  58. The images are named `$identifier.png`, where `$identifier` is
  59. one of `overlay,background,footer,header`.
  60. If you want to specify multiple images for one identifier, add additional images named
  61. like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
  62. image will be chosen from the provided ones.
  63. Mod load path
  64. -------------
  65. Generic:
  66. * `$path_share/games/gameid/mods/`
  67. * `$path_share/mods/`
  68. * `$path_user/games/gameid/mods/`
  69. * `$path_user/mods/` (User-installed mods)
  70. * `$worldpath/worldmods/`
  71. In a run-in-place version (e.g. the distributed windows version):
  72. * `minetest-0.4.x/games/gameid/mods/`
  73. * `minetest-0.4.x/mods/` (User-installed mods)
  74. * `minetest-0.4.x/worlds/worldname/worldmods/`
  75. On an installed version on Linux:
  76. * `/usr/share/minetest/games/gameid/mods/`
  77. * `$HOME/.minetest/mods/` (User-installed mods)
  78. * `$HOME/.minetest/worlds/worldname/worldmods`
  79. Mod load path for world-specific games
  80. --------------------------------------
  81. It is possible to include a game in a world; in this case, no mods or
  82. games are loaded or checked from anywhere else.
  83. This is useful for e.g. adventure worlds.
  84. This happens if the following directory exists:
  85. $world/game/
  86. Mods should be then be placed in:
  87. $world/game/mods/
  88. Modpack support
  89. ----------------
  90. Mods can be put in a subdirectory, if the parent directory, which otherwise
  91. should be a mod, contains a file named `modpack.txt`. This file shall be
  92. empty, except for lines starting with `#`, which are comments.
  93. Mod directory structure
  94. ------------------------
  95. mods
  96. |-- modname
  97. | |-- depends.txt
  98. | |-- screenshot.png
  99. | |-- description.txt
  100. | |-- settingtypes.txt
  101. | |-- init.lua
  102. | |-- models
  103. | |-- textures
  104. | | |-- modname_stuff.png
  105. | | `-- modname_something_else.png
  106. | |-- sounds
  107. | |-- media
  108. | `-- <custom data>
  109. `-- another
  110. ### modname
  111. The location of this directory can be fetched by using
  112. `minetest.get_modpath(modname)`.
  113. ### `depends.txt`
  114. List of mods that have to be loaded before loading this mod.
  115. A single line contains a single modname.
  116. Optional dependencies can be defined by appending a question mark
  117. to a single modname. Their meaning is that if the specified mod
  118. is missing, that does not prevent this mod from being loaded.
  119. ### `screenshot.png`
  120. A screenshot shown in the mod manager within the main menu. It should
  121. have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
  122. ### `description.txt`
  123. A File containing description to be shown within mainmenu.
  124. ### `settingtypes.txt`
  125. A file in the same format as the one in builtin. It will be parsed by the
  126. settings menu and the settings will be displayed in the "Mods" category.
  127. ### `init.lua`
  128. The main Lua script. Running this script should register everything it
  129. wants to register. Subsequent execution depends on minetest calling the
  130. registered callbacks.
  131. `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
  132. to read custom or existing settings at load time, if necessary.
  133. ### `models`
  134. Models for entities or meshnodes.
  135. ### `textures`, `sounds`, `media`
  136. Media files (textures, sounds, whatever) that will be transferred to the
  137. client and will be available for use by the mod.
  138. Naming convention for registered textual names
  139. ----------------------------------------------
  140. Registered names should generally be in this format:
  141. "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
  142. This is to prevent conflicting names from corrupting maps and is
  143. enforced by the mod loader.
  144. ### Example
  145. In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
  146. So the name should be `experimental:tnt`.
  147. Enforcement can be overridden by prefixing the name with `:`. This can
  148. be used for overriding the registrations of some other mod.
  149. Example: Any mod can redefine `experimental:tnt` by using the name
  150. :experimental:tnt
  151. when registering it.
  152. (also that mod is required to have `experimental` as a dependency)
  153. The `:` prefix can also be used for maintaining backwards compatibility.
  154. ### Aliases
  155. Aliases can be added by using `minetest.register_alias(name, convert_to)` or
  156. `minetest.register_alias_force(name, convert_to).
  157. This will make Minetest to convert things called name to things called
  158. `convert_to`.
  159. The only difference between `minetest.register_alias` and
  160. `minetest.register_alias_force` is that if an item called `name` exists,
  161. `minetest.register_alias` will do nothing while
  162. `minetest.register_alias_force` will unregister it.
  163. This can be used for maintaining backwards compatibility.
  164. This can be also used for setting quick access names for things, e.g. if
  165. you have an item called `epiclylongmodname:stuff`, you could do
  166. minetest.register_alias("stuff", "epiclylongmodname:stuff")
  167. and be able to use `/giveme stuff`.
  168. Textures
  169. --------
  170. Mods should generally prefix their textures with `modname_`, e.g. given
  171. the mod name `foomod`, a texture could be called:
  172. foomod_foothing.png
  173. Textures are referred to by their complete name, or alternatively by
  174. stripping out the file extension:
  175. * e.g. `foomod_foothing.png`
  176. * e.g. `foomod_foothing`
  177. Texture modifiers
  178. -----------------
  179. There are various texture modifiers that can be used
  180. to generate textures on-the-fly.
  181. ### Texture overlaying
  182. Textures can be overlaid by putting a `^` between them.
  183. Example:
  184. default_dirt.png^default_grass_side.png
  185. `default_grass_side.png` is overlayed over `default_dirt.png`.
  186. The texture with the lower resolution will be automatically upscaled to
  187. the higher resolution texture.
  188. ### Texture grouping
  189. Textures can be grouped together by enclosing them in `(` and `)`.
  190. Example: `cobble.png^(thing1.png^thing2.png)`
  191. A texture for `thing1.png^thing2.png` is created and the resulting
  192. texture is overlaid on top of `cobble.png`.
  193. ### Escaping
  194. Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
  195. passing complex texture names as arguments. Escaping is done with backslash and
  196. is required for `^` and `:`.
  197. Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
  198. The lower 50 percent of `color.png^[mask:trans.png` are overlaid
  199. on top of `cobble.png`.
  200. ### Advanced texture modifiers
  201. #### `[crack:<n>:<p>`
  202. * `<n>` = animation frame count
  203. * `<p>` = current animation frame
  204. Draw a step of the crack animation on the texture.
  205. Example:
  206. default_cobble.png^[crack:10:1
  207. #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
  208. * `<w>` = width
  209. * `<h>` = height
  210. * `<x>` = x position
  211. * `<y>` = y position
  212. * `<file>` = texture to combine
  213. Creates a texture of size `<w>` times `<h>` and blits the listed files to their
  214. specified coordinates.
  215. Example:
  216. [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
  217. #### `[resize:<w>x<h>`
  218. Resizes the texture to the given dimensions.
  219. Example:
  220. default_sandstone.png^[resize:16x16
  221. #### `[opacity:<r>`
  222. Makes the base image transparent according to the given ratio.
  223. r must be between 0 and 255.
  224. 0 means totally transparent.
  225. 255 means totally opaque.
  226. Example:
  227. default_sandstone.png^[opacity:127
  228. #### `[invert:<mode>`
  229. Inverts the given channels of the base image.
  230. Mode may contain the characters "r", "g", "b", "a".
  231. Only the channels that are mentioned in the mode string will be inverted.
  232. Example:
  233. default_apple.png^[invert:rgb
  234. #### `[brighten`
  235. Brightens the texture.
  236. Example:
  237. tnt_tnt_side.png^[brighten
  238. #### `[noalpha`
  239. Makes the texture completely opaque.
  240. Example:
  241. default_leaves.png^[noalpha
  242. #### `[makealpha:<r>,<g>,<b>`
  243. Convert one color to transparency.
  244. Example:
  245. default_cobble.png^[makealpha:128,128,128
  246. #### `[transform<t>`
  247. * `<t>` = transformation(s) to apply
  248. Rotates and/or flips the image.
  249. `<t>` can be a number (between 0 and 7) or a transform name.
  250. Rotations are counter-clockwise.
  251. 0 I identity
  252. 1 R90 rotate by 90 degrees
  253. 2 R180 rotate by 180 degrees
  254. 3 R270 rotate by 270 degrees
  255. 4 FX flip X
  256. 5 FXR90 flip X then rotate by 90 degrees
  257. 6 FY flip Y
  258. 7 FYR90 flip Y then rotate by 90 degrees
  259. Example:
  260. default_stone.png^[transformFXR90
  261. #### `[inventorycube{<top>{<left>{<right>`
  262. Escaping does not apply here and `^` is replaced by `&` in texture names instead.
  263. Create an inventory cube texture using the side textures.
  264. Example:
  265. [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
  266. Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
  267. `dirt.png^grass_side.png` textures
  268. #### `[lowpart:<percent>:<file>`
  269. Blit the lower `<percent>`% part of `<file>` on the texture.
  270. Example:
  271. base.png^[lowpart:25:overlay.png
  272. #### `[verticalframe:<t>:<n>`
  273. * `<t>` = animation frame count
  274. * `<n>` = current animation frame
  275. Crops the texture to a frame of a vertical animation.
  276. Example:
  277. default_torch_animated.png^[verticalframe:16:8
  278. #### `[mask:<file>`
  279. Apply a mask to the base image.
  280. The mask is applied using binary AND.
  281. #### `[colorize:<color>:<ratio>`
  282. Colorize the textures with the given color.
  283. `<color>` is specified as a `ColorString`.
  284. `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
  285. it is an int, then it specifies how far to interpolate between the
  286. colors where 0 is only the texture color and 255 is only `<color>`. If
  287. omitted, the alpha of `<color>` will be used as the ratio. If it is
  288. the word "`alpha`", then each texture pixel will contain the RGB of
  289. `<color>` and the alpha of `<color>` multiplied by the alpha of the
  290. texture pixel.
  291. Sounds
  292. ------
  293. Only Ogg Vorbis files are supported.
  294. For positional playing of sounds, only single-channel (mono) files are
  295. supported. Otherwise OpenAL will play them non-positionally.
  296. Mods should generally prefix their sounds with `modname_`, e.g. given
  297. the mod name "`foomod`", a sound could be called:
  298. foomod_foosound.ogg
  299. Sounds are referred to by their name with a dot, a single digit and the
  300. file extension stripped out. When a sound is played, the actual sound file
  301. is chosen randomly from the matching sounds.
  302. When playing the sound `foomod_foosound`, the sound is chosen randomly
  303. from the available ones of the following files:
  304. * `foomod_foosound.ogg`
  305. * `foomod_foosound.0.ogg`
  306. * `foomod_foosound.1.ogg`
  307. * (...)
  308. * `foomod_foosound.9.ogg`
  309. Examples of sound parameter tables:
  310. -- Play locationless on all clients
  311. {
  312. gain = 1.0, -- default
  313. }
  314. -- Play locationless to one player
  315. {
  316. to_player = name,
  317. gain = 1.0, -- default
  318. }
  319. -- Play locationless to one player, looped
  320. {
  321. to_player = name,
  322. gain = 1.0, -- default
  323. loop = true,
  324. }
  325. -- Play in a location
  326. {
  327. pos = {x = 1, y = 2, z = 3},
  328. gain = 1.0, -- default
  329. max_hear_distance = 32, -- default, uses an euclidean metric
  330. }
  331. -- Play connected to an object, looped
  332. {
  333. object = <an ObjectRef>,
  334. gain = 1.0, -- default
  335. max_hear_distance = 32, -- default, uses an euclidean metric
  336. loop = true,
  337. }
  338. Looped sounds must either be connected to an object or played locationless to
  339. one player using `to_player = name,`
  340. ### `SimpleSoundSpec`
  341. * e.g. `""`
  342. * e.g. `"default_place_node"`
  343. * e.g. `{}`
  344. * e.g. `{name = "default_place_node"}`
  345. * e.g. `{name = "default_place_node", gain = 1.0}`
  346. Registered definitions of stuff
  347. -------------------------------
  348. Anything added using certain `minetest.register_*` functions get added to
  349. the global `minetest.registered_*` tables.
  350. * `minetest.register_entity(name, prototype table)`
  351. * added to `minetest.registered_entities[name]`
  352. * `minetest.register_node(name, node definition)`
  353. * added to `minetest.registered_items[name]`
  354. * added to `minetest.registered_nodes[name]`
  355. * `minetest.register_tool(name, item definition)`
  356. * added to `minetest.registered_items[name]`
  357. * `minetest.register_craftitem(name, item definition)`
  358. * added to `minetest.registered_items[name]`
  359. * `minetest.unregister_item(name)`
  360. * Unregisters the item name from engine, and deletes the entry with key
  361. * `name` from `minetest.registered_items` and from the associated item
  362. * table according to its nature: minetest.registered_nodes[] etc
  363. * `minetest.register_biome(biome definition)`
  364. * returns an integer uniquely identifying the registered biome
  365. * added to `minetest.registered_biome` with the key of `biome.name`
  366. * if `biome.name` is nil, the key is the returned ID
  367. * `minetest.register_ore(ore definition)`
  368. * returns an integer uniquely identifying the registered ore
  369. * added to `minetest.registered_ores` with the key of `ore.name`
  370. * if `ore.name` is nil, the key is the returned ID
  371. * `minetest.register_decoration(decoration definition)`
  372. * returns an integer uniquely identifying the registered decoration
  373. * added to `minetest.registered_decorations` with the key of `decoration.name`
  374. * if `decoration.name` is nil, the key is the returned ID
  375. * `minetest.register_schematic(schematic definition)`
  376. * returns an integer uniquely identifying the registered schematic
  377. * added to `minetest.registered_schematic` with the key of `schematic.name`
  378. * if `schematic.name` is nil, the key is the returned ID
  379. * if the schematic is loaded from a file, schematic.name is set to the filename
  380. * if the function is called when loading the mod, and schematic.name is a relative
  381. path, then the current mod path will be prepended to the schematic filename
  382. * `minetest.clear_registered_biomes()`
  383. * clears all biomes currently registered
  384. * `minetest.clear_registered_ores()`
  385. * clears all ores currently registered
  386. * `minetest.clear_registered_decorations()`
  387. * clears all decorations currently registered
  388. * `minetest.clear_registered_schematics()`
  389. * clears all schematics currently registered
  390. Note that in some cases you will stumble upon things that are not contained
  391. in these tables (e.g. when a mod has been removed). Always check for
  392. existence before trying to access the fields.
  393. Example: If you want to check the drawtype of a node, you could do:
  394. local function get_nodedef_field(nodename, fieldname)
  395. if not minetest.registered_nodes[nodename] then
  396. return nil
  397. end
  398. return minetest.registered_nodes[nodename][fieldname]
  399. end
  400. local drawtype = get_nodedef_field(nodename, "drawtype")
  401. Example: `minetest.get_item_group(name, group)` has been implemented as:
  402. function minetest.get_item_group(name, group)
  403. if not minetest.registered_items[name] or not
  404. minetest.registered_items[name].groups[group] then
  405. return 0
  406. end
  407. return minetest.registered_items[name].groups[group]
  408. end
  409. Nodes
  410. -----
  411. Nodes are the bulk data of the world: cubes and other things that take the
  412. space of a cube. Huge amounts of them are handled efficiently, but they
  413. are quite static.
  414. The definition of a node is stored and can be accessed by name in
  415. minetest.registered_nodes[node.name]
  416. See "Registered definitions of stuff".
  417. Nodes are passed by value between Lua and the engine.
  418. They are represented by a table:
  419. {name="name", param1=num, param2=num}
  420. `param1` and `param2` are 8-bit integers. The engine uses them for certain
  421. automated functions. If you don't use these functions, you can use them to
  422. store arbitrary values.
  423. The functions of `param1` and `param2` are determined by certain fields in the
  424. node definition:
  425. `param1` is reserved for the engine when `paramtype != "none"`:
  426. paramtype = "light"
  427. ^ The value stores light with and without sun in its upper and lower 4 bits
  428. respectively. Allows light to propagate from or through the node with
  429. light value falling by 1 per node. This is essential for a light source
  430. node to spread its light.
  431. `param2` is reserved for the engine when any of these are used:
  432. liquidtype == "flowing"
  433. ^ The level and some flags of the liquid is stored in param2
  434. drawtype == "flowingliquid"
  435. ^ The drawn liquid level is read from param2
  436. drawtype == "torchlike"
  437. drawtype == "signlike"
  438. paramtype2 == "wallmounted"
  439. ^ The rotation of the node is stored in param2. You can make this value
  440. by using minetest.dir_to_wallmounted().
  441. paramtype2 == "facedir"
  442. ^ The rotation of the node is stored in param2. Furnaces and chests are
  443. rotated this way. Can be made by using minetest.dir_to_facedir().
  444. Values range 0 - 23
  445. facedir / 4 = axis direction:
  446. 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
  447. facedir modulo 4 = rotation around that axis
  448. paramtype2 == "leveled"
  449. paramtype2 == "degrotate"
  450. ^ The rotation of this node is stored in param2. Plants are rotated this way.
  451. Values range 0 - 179. The value stored in param2 is multiplied by two to
  452. get the actual rotation of the node.
  453. paramtype2 == "meshoptions"
  454. ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
  455. be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
  456. a mesh selector. Currently the following meshes are choosable:
  457. 0 = a "x" shaped plant (ordinary plant)
  458. 1 = a "+" shaped plant (just rotated 45 degrees)
  459. 2 = a "*" shaped plant with 3 faces instead of 2
  460. 3 = a "#" shaped plant with 4 faces instead of 2
  461. 4 = a "#" shaped plant with 4 faces that lean outwards
  462. 5-7 are unused and reserved for future meshes.
  463. Bits 3 through 7 are optional flags that can be combined and give these
  464. effects:
  465. bit 3 (0x08) - Makes the plant slightly vary placement horizontally
  466. bit 4 (0x10) - Makes the plant mesh 1.4x larger
  467. bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
  468. bits 6-7 are reserved for future use.
  469. collision_box = {
  470. type = "fixed",
  471. fixed = {
  472. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  473. },
  474. },
  475. ^ defines list of collision boxes for the node. If empty, collision boxes
  476. will be the same as nodeboxes, in case of any other nodes will be full cube
  477. as in the example above.
  478. Nodes can also contain extra data. See "Node Metadata".
  479. Node drawtypes
  480. ---------------
  481. There are a bunch of different looking node types.
  482. Look for examples in `games/minimal` or `games/minetest_game`.
  483. * `normal`
  484. * `airlike`
  485. * `liquid`
  486. * `flowingliquid`
  487. * `glasslike`
  488. * `glasslike_framed`
  489. * `glasslike_framed_optional`
  490. * `allfaces`
  491. * `allfaces_optional`
  492. * `torchlike`
  493. * `signlike`
  494. * `plantlike`
  495. * `firelike`
  496. * `fencelike`
  497. * `raillike`
  498. * `nodebox` -- See below. (**Experimental!**)
  499. * `mesh` -- use models for nodes
  500. `*_optional` drawtypes need less rendering time if deactivated (always client side).
  501. Node boxes
  502. -----------
  503. Node selection boxes are defined using "node boxes"
  504. The `nodebox` node drawtype allows defining visual of nodes consisting of
  505. arbitrary number of boxes. It allows defining stuff like stairs. Only the
  506. `fixed` and `leveled` box type is supported for these.
  507. Please note that this is still experimental, and may be incompatibly
  508. changed in the future.
  509. A nodebox is defined as any of:
  510. {
  511. -- A normal cube; the default in most things
  512. type = "regular"
  513. }
  514. {
  515. -- A fixed box (facedir param2 is used, if applicable)
  516. type = "fixed",
  517. fixed = box OR {box1, box2, ...}
  518. }
  519. {
  520. -- A box like the selection box for torches
  521. -- (wallmounted param2 is used, if applicable)
  522. type = "wallmounted",
  523. wall_top = box,
  524. wall_bottom = box,
  525. wall_side = box
  526. }
  527. {
  528. -- A node that has optional boxes depending on neighbouring nodes'
  529. -- presence and type. See also `connects_to`.
  530. type = "connected",
  531. fixed = box OR {box1, box2, ...}
  532. connect_top = box OR {box1, box2, ...}
  533. connect_bottom = box OR {box1, box2, ...}
  534. connect_front = box OR {box1, box2, ...}
  535. connect_left = box OR {box1, box2, ...}
  536. connect_back = box OR {box1, box2, ...}
  537. connect_right = box OR {box1, box2, ...}
  538. }
  539. A `box` is defined as:
  540. {x1, y1, z1, x2, y2, z2}
  541. A box of a regular node would look like:
  542. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  543. `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
  544. set to level from `param2`.
  545. Meshes
  546. ------
  547. If drawtype `mesh` is used, tiles should hold model materials textures.
  548. Only static meshes are implemented.
  549. For supported model formats see Irrlicht engine documentation.
  550. Noise Parameters
  551. ----------------
  552. Noise Parameters, or commonly called "`NoiseParams`", define the properties of
  553. perlin noise.
  554. ### `offset`
  555. Offset that the noise is translated by (i.e. added) after calculation.
  556. ### `scale`
  557. Factor that the noise is scaled by (i.e. multiplied) after calculation.
  558. ### `spread`
  559. Vector containing values by which each coordinate is divided by before calculation.
  560. Higher spread values result in larger noise features.
  561. A value of `{x=250, y=250, z=250}` is common.
  562. ### `seed`
  563. Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
  564. In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
  565. ### `octaves`
  566. Number of times the noise gradient is accumulated into the noise.
  567. Increase this number to increase the amount of detail in the resulting noise.
  568. A value of `6` is common.
  569. ### `persistence`
  570. Factor by which the effect of the noise gradient function changes with each successive octave.
  571. Values less than `1` make the details of successive octaves' noise diminish, while values
  572. greater than `1` make successive octaves stronger.
  573. A value of `0.6` is common.
  574. ### `lacunarity`
  575. Factor by which the noise feature sizes change with each successive octave.
  576. A value of `2.0` is common.
  577. ### `flags`
  578. Leave this field unset for no special handling.
  579. Currently supported are `defaults`, `eased` and `absvalue`.
  580. #### `defaults`
  581. Specify this if you would like to keep auto-selection of eased/not-eased while specifying
  582. some other flags.
  583. #### `eased`
  584. Maps noise gradient values onto a quintic S-curve before performing interpolation.
  585. This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
  586. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
  587. #### `absvalue`
  588. Accumulates the absolute value of each noise gradient result.
  589. Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
  590. np_terrain = {
  591. offset = 0,
  592. scale = 1,
  593. spread = {x=500, y=500, z=500},
  594. seed = 571347,
  595. octaves = 5,
  596. persist = 0.63,
  597. lacunarity = 2.0,
  598. flags = "defaults, absvalue"
  599. }
  600. ^ A single noise parameter table can be used to get 2D or 3D noise,
  601. when getting 2D noise spread.z is ignored.
  602. Ore types
  603. ---------
  604. These tell in what manner the ore is generated.
  605. All default ores are of the uniformly-distributed scatter type.
  606. ### `scatter`
  607. Randomly chooses a location and generates a cluster of ore.
  608. If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
  609. that point is greater than the `noise_threshold`, giving the ability to create
  610. a non-equal distribution of ore.
  611. ### `sheet`
  612. Creates a sheet of ore in a blob shape according to the 2D perlin noise
  613. described by `noise_params` and `noise_threshold`. This is essentially an
  614. improved version of the so-called "stratus" ore seen in some unofficial mods.
  615. This sheet consists of vertical columns of uniform randomly distributed height,
  616. varying between the inclusive range `column_height_min` and `column_height_max`.
  617. If `column_height_min` is not specified, this parameter defaults to 1.
  618. If `column_height_max` is not specified, this parameter defaults to `clust_size`
  619. for reverse compatibility. New code should prefer `column_height_max`.
  620. The `column_midpoint_factor` parameter controls the position of the column at which
  621. ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
  622. columns grow equally starting from each direction. `column_midpoint_factor` is a
  623. decimal number ranging in value from 0 to 1. If this parameter is not specified,
  624. the default is 0.5.
  625. The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
  626. ### `puff`
  627. Creates a sheet of ore in a cloud-like puff shape.
  628. As with the `sheet` ore type, the size and shape of puffs are described by
  629. `noise_params` and `noise_threshold` and are placed at random vertical positions
  630. within the currently generated chunk.
  631. The vertical top and bottom displacement of each puff are determined by the noise
  632. parameters `np_puff_top` and `np_puff_bottom`, respectively.
  633. ### `blob`
  634. Creates a deformed sphere of ore according to 3d perlin noise described by
  635. `noise_params`. The maximum size of the blob is `clust_size`, and
  636. `clust_scarcity` has the same meaning as with the `scatter` type.
  637. ### `vein`
  638. Creates veins of ore varying in density by according to the intersection of two
  639. instances of 3d perlin noise with diffferent seeds, both described by
  640. `noise_params`. `random_factor` varies the influence random chance has on
  641. placement of an ore inside the vein, which is `1` by default. Note that
  642. modifying this parameter may require adjusting `noise_threshold`.
  643. The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
  644. by this ore type. This ore type is difficult to control since it is sensitive
  645. to small changes. The following is a decent set of parameters to work from:
  646. noise_params = {
  647. offset = 0,
  648. scale = 3,
  649. spread = {x=200, y=200, z=200},
  650. seed = 5390,
  651. octaves = 4,
  652. persist = 0.5,
  653. flags = "eased",
  654. },
  655. noise_threshold = 1.6
  656. WARNING: Use this ore type *very* sparingly since it is ~200x more
  657. computationally expensive than any other ore.
  658. Ore attributes
  659. --------------
  660. See section "Flag Specifier Format".
  661. Currently supported flags: `absheight`
  662. ### `absheight`
  663. Also produce this same ore between the height range of `-y_max` and `-y_min`.
  664. Useful for having ore in sky realms without having to duplicate ore entries.
  665. ### `puff_cliffs`
  666. If set, puff ore generation will not taper down large differences in displacement
  667. when approaching the edge of a puff. This flag has no effect for ore types other
  668. than `puff`.
  669. ### `puff_additive_composition`
  670. By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
  671. negative displacement, the sub-column at that point is not generated. With this
  672. attribute set, puff ore generation will instead generate the absolute difference in
  673. noise displacement values. This flag has no effect for ore types other than `puff`.
  674. Decoration types
  675. ----------------
  676. The varying types of decorations that can be placed.
  677. ### `simple`
  678. Creates a 1 times `H` times 1 column of a specified node (or a random node from
  679. a list, if a decoration list is specified). Can specify a certain node it must
  680. spawn next to, such as water or lava, for example. Can also generate a
  681. decoration of random height between a specified lower and upper bound.
  682. This type of decoration is intended for placement of grass, flowers, cacti,
  683. papyri, waterlilies and so on.
  684. ### `schematic`
  685. Copies a box of `MapNodes` from a specified schematic file (or raw description).
  686. Can specify a probability of a node randomly appearing when placed.
  687. This decoration type is intended to be used for multi-node sized discrete
  688. structures, such as trees, cave spikes, rocks, and so on.
  689. Schematic specifier
  690. --------------------
  691. A schematic specifier identifies a schematic by either a filename to a
  692. Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
  693. in the form of a table. This table specifies the following fields:
  694. * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
  695. * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
  696. of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
  697. * The `data` field is a flat table of MapNode tables making up the schematic,
  698. in the order of `[z [y [x]]]`. (required)
  699. Each MapNode table contains:
  700. * `name`: the name of the map node to place (required)
  701. * `prob` (alias `param1`): the probability of this node being placed (default: 255)
  702. * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
  703. * `force_place`: boolean representing if the node should forcibly overwrite any
  704. previous contents (default: false)
  705. About probability values:
  706. * A probability value of `0` or `1` means that node will never appear (0% chance).
  707. * A probability value of `254` or `255` means the node will always appear (100% chance).
  708. * If the probability value `p` is greater than `1`, then there is a
  709. `(p / 256 * 100)` percent chance that node will appear when the schematic is
  710. placed on the map.
  711. Schematic attributes
  712. --------------------
  713. See section "Flag Specifier Format".
  714. Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
  715. `force_placement`.
  716. * `place_center_x`: Placement of this decoration is centered along the X axis.
  717. * `place_center_y`: Placement of this decoration is centered along the Y axis.
  718. * `place_center_z`: Placement of this decoration is centered along the Z axis.
  719. * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
  720. HUD element types
  721. -----------------
  722. The position field is used for all element types.
  723. To account for differing resolutions, the position coordinates are the percentage
  724. of the screen, ranging in value from `0` to `1`.
  725. The name field is not yet used, but should contain a description of what the
  726. HUD element represents. The direction field is the direction in which something
  727. is drawn.
  728. `0` draws from left to right, `1` draws from right to left, `2` draws from
  729. top to bottom, and `3` draws from bottom to top.
  730. The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
  731. with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
  732. Fractional values can be used.
  733. The `offset` field specifies a pixel offset from the position. Contrary to position,
  734. the offset is not scaled to screen size. This allows for some precisely-positioned
  735. items in the HUD.
  736. **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
  737. Below are the specific uses for fields in each type; fields not listed for that type are ignored.
  738. **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
  739. in the experimental stages.
  740. ### `image`
  741. Displays an image on the HUD.
  742. * `scale`: The scale of the image, with 1 being the original texture size.
  743. Only the X coordinate scale is used (positive values).
  744. Negative values represent that percentage of the screen it
  745. should take; e.g. `x=-100` means 100% (width).
  746. * `text`: The name of the texture that is displayed.
  747. * `alignment`: The alignment of the image.
  748. * `offset`: offset in pixels from position.
  749. ### `text`
  750. Displays text on the HUD.
  751. * `scale`: Defines the bounding rectangle of the text.
  752. A value such as `{x=100, y=100}` should work.
  753. * `text`: The text to be displayed in the HUD element.
  754. * `number`: An integer containing the RGB value of the color used to draw the text.
  755. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
  756. * `alignment`: The alignment of the text.
  757. * `offset`: offset in pixels from position.
  758. ### `statbar`
  759. Displays a horizontal bar made up of half-images.
  760. * `text`: The name of the texture that is used.
  761. * `number`: The number of half-textures that are displayed.
  762. If odd, will end with a vertically center-split texture.
  763. * `direction`
  764. * `offset`: offset in pixels from position.
  765. * `size`: If used, will force full-image size to this value (override texture pack image size)
  766. ### `inventory`
  767. * `text`: The name of the inventory list to be displayed.
  768. * `number`: Number of items in the inventory to be displayed.
  769. * `item`: Position of item that is selected.
  770. * `direction`
  771. * `offset`: offset in pixels from position.
  772. ### `waypoint`
  773. Displays distance to selected world position.
  774. * `name`: The name of the waypoint.
  775. * `text`: Distance suffix. Can be blank.
  776. * `number:` An integer containing the RGB value of the color used to draw the text.
  777. * `world_pos`: World position of the waypoint.
  778. Representations of simple things
  779. --------------------------------
  780. ### Position/vector
  781. {x=num, y=num, z=num}
  782. For helper functions see "Vector helpers".
  783. ### `pointed_thing`
  784. * `{type="nothing"}`
  785. * `{type="node", under=pos, above=pos}`
  786. * `{type="object", ref=ObjectRef}`
  787. Flag Specifier Format
  788. ---------------------
  789. Flags using the standardized flag specifier format can be specified in either of
  790. two ways, by string or table.
  791. The string format is a comma-delimited set of flag names; whitespace and
  792. unrecognized flag fields are ignored. Specifying a flag in the string sets the
  793. flag, and specifying a flag prefixed by the string `"no"` explicitly
  794. clears the flag from whatever the default may be.
  795. In addition to the standard string flag format, the schematic flags field can
  796. also be a table of flag names to boolean values representing whether or not the
  797. flag is set. Additionally, if a field with the flag name prefixed with `"no"`
  798. is present, mapped to a boolean of any value, the specified flag is unset.
  799. E.g. A flag field of value
  800. {place_center_x = true, place_center_y=false, place_center_z=true}
  801. is equivalent to
  802. {place_center_x = true, noplace_center_y=true, place_center_z=true}
  803. which is equivalent to
  804. "place_center_x, noplace_center_y, place_center_z"
  805. or even
  806. "place_center_x, place_center_z"
  807. since, by default, no schematic attributes are set.
  808. Items
  809. -----
  810. ### Item types
  811. There are three kinds of items: nodes, tools and craftitems.
  812. * Node (`register_node`): A node from the world.
  813. * Tool (`register_tool`): A tool/weapon that can dig and damage
  814. things according to `tool_capabilities`.
  815. * Craftitem (`register_craftitem`): A miscellaneous item.
  816. ### Item formats
  817. Items and item stacks can exist in three formats: Serializes, table format
  818. and `ItemStack`.
  819. #### Serialized
  820. This is called "stackstring" or "itemstring":
  821. * e.g. `'default:dirt 5'`
  822. * e.g. `'default:pick_wood 21323'`
  823. * e.g. `'default:apple'`
  824. #### Table format
  825. Examples:
  826. 5 dirt nodes:
  827. {name="default:dirt", count=5, wear=0, metadata=""}
  828. A wooden pick about 1/3 worn out:
  829. {name="default:pick_wood", count=1, wear=21323, metadata=""}
  830. An apple:
  831. {name="default:apple", count=1, wear=0, metadata=""}
  832. #### `ItemStack`
  833. A native C++ format with many helper methods. Useful for converting
  834. between formats. See the Class reference section for details.
  835. When an item must be passed to a function, it can usually be in any of
  836. these formats.
  837. Groups
  838. ------
  839. In a number of places, there is a group table. Groups define the
  840. properties of a thing (item, node, armor of entity, capabilities of
  841. tool) in such a way that the engine and other mods can can interact with
  842. the thing without actually knowing what the thing is.
  843. ### Usage
  844. Groups are stored in a table, having the group names with keys and the
  845. group ratings as values. For example:
  846. groups = {crumbly=3, soil=1}
  847. -- ^ Default dirt
  848. groups = {crumbly=2, soil=1, level=2, outerspace=1}
  849. -- ^ A more special dirt-kind of thing
  850. Groups always have a rating associated with them. If there is no
  851. useful meaning for a rating for an enabled group, it shall be `1`.
  852. When not defined, the rating of a group defaults to `0`. Thus when you
  853. read groups, you must interpret `nil` and `0` as the same value, `0`.
  854. You can read the rating of a group for an item or a node by using
  855. minetest.get_item_group(itemname, groupname)
  856. ### Groups of items
  857. Groups of items can define what kind of an item it is (e.g. wool).
  858. ### Groups of nodes
  859. In addition to the general item things, groups are used to define whether
  860. a node is destroyable and how long it takes to destroy by a tool.
  861. ### Groups of entities
  862. For entities, groups are, as of now, used only for calculating damage.
  863. The rating is the percentage of damage caused by tools with this damage group.
  864. See "Entity damage mechanism".
  865. object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
  866. object.set_armor_groups({fleshy=30, cracky=80})
  867. ### Groups of tools
  868. Groups in tools define which groups of nodes and entities they are
  869. effective towards.
  870. ### Groups in crafting recipes
  871. An example: Make meat soup from any meat, any water and any bowl:
  872. {
  873. output = 'food:meat_soup_raw',
  874. recipe = {
  875. {'group:meat'},
  876. {'group:water'},
  877. {'group:bowl'},
  878. },
  879. -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
  880. }
  881. Another example: Make red wool from white wool and red dye:
  882. {
  883. type = 'shapeless',
  884. output = 'wool:red',
  885. recipe = {'wool:white', 'group:dye,basecolor_red'},
  886. }
  887. ### Special groups
  888. * `immortal`: Disables the group damage system for an entity
  889. * `level`: Can be used to give an additional sense of progression in the game.
  890. * A larger level will cause e.g. a weapon of a lower level make much less
  891. damage, and get worn out much faster, or not be able to get drops
  892. from destroyed nodes.
  893. * `0` is something that is directly accessible at the start of gameplay
  894. * There is no upper limit
  895. * `dig_immediate`: (player can always pick up node without tool wear)
  896. * `2`: node is removed without tool wear after 0.5 seconds or so
  897. (rail, sign)
  898. * `3`: node is removed without tool wear immediately (torch)
  899. * `disable_jump`: Player (and possibly other things) cannot jump from node
  900. * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
  901. * `bouncy`: value is bounce speed in percent
  902. * `falling_node`: if there is no walkable block under the node it will fall
  903. * `attached_node`: if the node under it is not a walkable block the node will be
  904. dropped as an item. If the node is wallmounted the wallmounted direction is
  905. checked.
  906. * `soil`: saplings will grow on nodes in this group
  907. * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
  908. connect to each other
  909. ### Known damage and digging time defining groups
  910. * `crumbly`: dirt, sand
  911. * `cracky`: tough but crackable stuff like stone.
  912. * `snappy`: something that can be cut using fine tools; e.g. leaves, small
  913. plants, wire, sheets of metal
  914. * `choppy`: something that can be cut using force; e.g. trees, wooden planks
  915. * `fleshy`: Living things like animals and the player. This could imply
  916. some blood effects when hitting.
  917. * `explody`: Especially prone to explosions
  918. * `oddly_breakable_by_hand`:
  919. Can be added to nodes that shouldn't logically be breakable by the
  920. hand but are. Somewhat similar to `dig_immediate`, but times are more
  921. like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
  922. speed of a tool if the tool can dig at a faster speed than this
  923. suggests for the hand.
  924. ### Examples of custom groups
  925. Item groups are often used for defining, well, _groups of items_.
  926. * `meat`: any meat-kind of a thing (rating might define the size or healing
  927. ability or be irrelevant -- it is not defined as of yet)
  928. * `eatable`: anything that can be eaten. Rating might define HP gain in half
  929. hearts.
  930. * `flammable`: can be set on fire. Rating might define the intensity of the
  931. fire, affecting e.g. the speed of the spreading of an open fire.
  932. * `wool`: any wool (any origin, any color)
  933. * `metal`: any metal
  934. * `weapon`: any weapon
  935. * `heavy`: anything considerably heavy
  936. ### Digging time calculation specifics
  937. Groups such as `crumbly`, `cracky` and `snappy` are used for this
  938. purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
  939. faster digging time.
  940. The `level` group is used to limit the toughness of nodes a tool can dig
  941. and to scale the digging times / damage to a greater extent.
  942. **Please do understand this**, otherwise you cannot use the system to it's
  943. full potential.
  944. Tools define their properties by a list of parameters for groups. They
  945. cannot dig other groups; thus it is important to use a standard bunch of
  946. groups to enable interaction with tools.
  947. #### Tools definition
  948. Tools define:
  949. * Full punch interval
  950. * Maximum drop level
  951. * For an arbitrary list of groups:
  952. * Uses (until the tool breaks)
  953. * Maximum level (usually `0`, `1`, `2` or `3`)
  954. * Digging times
  955. * Damage groups
  956. #### Full punch interval
  957. When used as a weapon, the tool will do full damage if this time is spent
  958. between punches. If e.g. half the time is spent, the tool will do half
  959. damage.
  960. #### Maximum drop level
  961. Suggests the maximum level of node, when dug with the tool, that will drop
  962. it's useful item. (e.g. iron ore to drop a lump of iron).
  963. This is not automated; it is the responsibility of the node definition
  964. to implement this.
  965. #### Uses
  966. Determines how many uses the tool has when it is used for digging a node,
  967. of this group, of the maximum level. For lower leveled nodes, the use count
  968. is multiplied by `3^leveldiff`.
  969. * `uses=10, leveldiff=0`: actual uses: 10
  970. * `uses=10, leveldiff=1`: actual uses: 30
  971. * `uses=10, leveldiff=2`: actual uses: 90
  972. #### Maximum level
  973. Tells what is the maximum level of a node of this group that the tool will
  974. be able to dig.
  975. #### Digging times
  976. List of digging times for different ratings of the group, for nodes of the
  977. maximum level.
  978. For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
  979. result in the tool to be able to dig nodes that have a rating of `2` or `3`
  980. for this group, and unable to dig the rating `1`, which is the toughest.
  981. Unless there is a matching group that enables digging otherwise.
  982. #### Damage groups
  983. List of damage for groups of entities. See "Entity damage mechanism".
  984. #### Example definition of the capabilities of a tool
  985. tool_capabilities = {
  986. full_punch_interval=1.5,
  987. max_drop_level=1,
  988. groupcaps={
  989. crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
  990. }
  991. damage_groups = {fleshy=2},
  992. }
  993. This makes the tool be able to dig nodes that fulfil both of these:
  994. * Have the `crumbly` group
  995. * Have a `level` group less or equal to `2`
  996. Table of resulting digging times:
  997. crumbly 0 1 2 3 4 <- level
  998. -> 0 - - - - -
  999. 1 0.80 1.60 1.60 - -
  1000. 2 0.60 1.20 1.20 - -
  1001. 3 0.40 0.80 0.80 - -
  1002. level diff: 2 1 0 -1 -2
  1003. Table of resulting tool uses:
  1004. -> 0 - - - - -
  1005. 1 180 60 20 - -
  1006. 2 180 60 20 - -
  1007. 3 180 60 20 - -
  1008. **Notes**:
  1009. * At `crumbly==0`, the node is not diggable.
  1010. * At `crumbly==3`, the level difference digging time divider kicks in and makes
  1011. easy nodes to be quickly breakable.
  1012. * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
  1013. Entity damage mechanism
  1014. -----------------------
  1015. Damage calculation:
  1016. damage = 0
  1017. foreach group in cap.damage_groups:
  1018. damage += cap.damage_groups[group] * limit(actual_interval /
  1019. cap.full_punch_interval, 0.0, 1.0)
  1020. * (object.armor_groups[group] / 100.0)
  1021. -- Where object.armor_groups[group] is 0 for inexistent values
  1022. return damage
  1023. Client predicts damage based on damage groups. Because of this, it is able to
  1024. give an immediate response when an entity is damaged or dies; the response is
  1025. pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
  1026. TODO).
  1027. Currently a smoke puff will appear when an entity dies.
  1028. The group `immortal` completely disables normal damage.
  1029. Entities can define a special armor group, which is `punch_operable`. This
  1030. group disables the regular damage mechanism for players punching it by hand or
  1031. a non-tool item, so that it can do something else than take damage.
  1032. On the Lua side, every punch calls:
  1033. entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
  1034. This should never be called directly, because damage is usually not handled by
  1035. the entity itself.
  1036. * `puncher` is the object performing the punch. Can be `nil`. Should never be
  1037. accessed unless absolutely required, to encourage interoperability.
  1038. * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
  1039. * `tool_capabilities` can be `nil`.
  1040. * `direction` is a unit vector, pointing from the source of the punch to
  1041. the punched object.
  1042. To punch an entity/object in Lua, call:
  1043. object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
  1044. * Return value is tool wear.
  1045. * Parameters are equal to the above callback.
  1046. * If `direction` equals `nil` and `puncher` does not equal `nil`,
  1047. `direction` will be automatically filled in based on the location of `puncher`.
  1048. Node Metadata
  1049. -------------
  1050. The instance of a node in the world normally only contains the three values
  1051. mentioned in "Nodes". However, it is possible to insert extra data into a
  1052. node. It is called "node metadata"; See "`NodeMetaRef`".
  1053. Metadata contains two things:
  1054. * A key-value store
  1055. * An inventory
  1056. Some of the values in the key-value store are handled specially:
  1057. * `formspec`: Defines a right-click inventory menu. See "Formspec".
  1058. * `infotext`: Text shown on the screen when the node is pointed at
  1059. Example stuff:
  1060. local meta = minetest.get_meta(pos)
  1061. meta:set_string("formspec",
  1062. "size[8,9]"..
  1063. "list[context;main;0,0;8,4;]"..
  1064. "list[current_player;main;0,5;8,4;]")
  1065. meta:set_string("infotext", "Chest");
  1066. local inv = meta:get_inventory()
  1067. inv:set_size("main", 8*4)
  1068. print(dump(meta:to_table()))
  1069. meta:from_table({
  1070. inventory = {
  1071. main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
  1072. [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
  1073. [10] = "", [11] = "", [12] = "", [13] = "",
  1074. [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
  1075. [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
  1076. [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
  1077. [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
  1078. [32] = ""}
  1079. },
  1080. fields = {
  1081. formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
  1082. infotext = "Chest"
  1083. }
  1084. })
  1085. Formspec
  1086. --------
  1087. Formspec defines a menu. Currently not much else than inventories are
  1088. supported. It is a string, with a somewhat strange format.
  1089. Spaces and newlines can be inserted between the blocks, as is used in the
  1090. examples.
  1091. ### Examples
  1092. #### Chest
  1093. size[8,9]
  1094. list[context;main;0,0;8,4;]
  1095. list[current_player;main;0,5;8,4;]
  1096. #### Furnace
  1097. size[8,9]
  1098. list[context;fuel;2,3;1,1;]
  1099. list[context;src;2,1;1,1;]
  1100. list[context;dst;5,1;2,2;]
  1101. list[current_player;main;0,5;8,4;]
  1102. #### Minecraft-like player inventory
  1103. size[8,7.5]
  1104. image[1,0.6;1,2;player.png]
  1105. list[current_player;main;0,3.5;8,4;]
  1106. list[current_player;craft;3,0;3,3;]
  1107. list[current_player;craftpreview;7,1;1,1;]
  1108. ### Elements
  1109. #### `size[<W>,<H>,<fixed_size>]`
  1110. * Define the size of the menu in inventory slots
  1111. * `fixed_size`: `true`/`false` (optional)
  1112. * deprecated: `invsize[<W>,<H>;]`
  1113. #### `container[<X>,<Y>]`
  1114. * Start of a container block, moves all physical elements in the container by (X, Y)
  1115. * Must have matching container_end
  1116. * Containers can be nested, in which case the offsets are added
  1117. (child containers are relative to parent containers)
  1118. #### `container_end[]`
  1119. * End of a container, following elements are no longer relative to this container
  1120. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
  1121. * Show an inventory list
  1122. #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
  1123. * Show an inventory list
  1124. #### `listring[<inventory location>;<list name>]`
  1125. * Allows to create a ring of inventory lists
  1126. * Shift-clicking on items in one element of the ring
  1127. will send them to the next inventory list inside the ring
  1128. * The first occurrence of an element inside the ring will
  1129. determine the inventory where items will be sent to
  1130. #### `listring[]`
  1131. * Shorthand for doing `listring[<inventory location>;<list name>]`
  1132. for the last two inventory lists added by list[...]
  1133. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
  1134. * Sets background color of slots as `ColorString`
  1135. * Sets background color of slots on mouse hovering
  1136. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
  1137. * Sets background color of slots as `ColorString`
  1138. * Sets background color of slots on mouse hovering
  1139. * Sets color of slots border
  1140. #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
  1141. * Sets background color of slots as `ColorString`
  1142. * Sets background color of slots on mouse hovering
  1143. * Sets color of slots border
  1144. * Sets default background color of tooltips
  1145. * Sets default font color of tooltips
  1146. #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
  1147. * Adds tooltip for an element
  1148. * `<bgcolor>` tooltip background color as `ColorString` (optional)
  1149. * `<fontcolor>` tooltip font color as `ColorString` (optional)
  1150. #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
  1151. * Show an image
  1152. * Position and size units are inventory slots
  1153. #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
  1154. * Show an inventory image of registered item/node
  1155. * Position and size units are inventory slots
  1156. #### `bgcolor[<color>;<fullscreen>]`
  1157. * Sets background color of formspec as `ColorString`
  1158. * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
  1159. #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
  1160. * Use a background. Inventory rectangles are not drawn then.
  1161. * Position and size units are inventory slots
  1162. * Example for formspec 8x4 in 16x resolution: image shall be sized
  1163. 8 times 16px times 4 times 16px.
  1164. #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
  1165. * Use a background. Inventory rectangles are not drawn then.
  1166. * Position and size units are inventory slots
  1167. * Example for formspec 8x4 in 16x resolution:
  1168. image shall be sized 8 times 16px times 4 times 16px
  1169. * If `true` the background is clipped to formspec size
  1170. (`x` and `y` are used as offset values, `w` and `h` are ignored)
  1171. #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1172. * Textual password style field; will be sent to server when a button is clicked
  1173. * When enter is pressed in field, fields.key_enter_field will be sent with the name
  1174. of this field.
  1175. * `x` and `y` position the field relative to the top left of the menu
  1176. * `w` and `h` are the size of the field
  1177. * Fields are a set height, but will be vertically centred on `h`
  1178. * Position and size units are inventory slots
  1179. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1180. * `label`, if not blank, will be text printed on the top left above the field
  1181. * See field_close_on_enter to stop enter closing the formspec
  1182. #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1183. * Textual field; will be sent to server when a button is clicked
  1184. * When enter is pressed in field, fields.key_enter_field will be sent with the name
  1185. of this field.
  1186. * `x` and `y` position the field relative to the top left of the menu
  1187. * `w` and `h` are the size of the field
  1188. * Fields are a set height, but will be vertically centred on `h`
  1189. * Position and size units are inventory slots
  1190. * `name` is the name of the field as returned in fields to `on_receive_fields`
  1191. * `label`, if not blank, will be text printed on the top left above the field
  1192. * `default` is the default value of the field
  1193. * `default` may contain variable references such as `${text}'` which
  1194. will fill the value from the metadata value `text`
  1195. * **Note**: no extra text or more than a single variable is supported ATM.
  1196. * See field_close_on_enter to stop enter closing the formspec
  1197. #### `field[<name>;<label>;<default>]`
  1198. * As above, but without position/size units
  1199. * When enter is pressed in field, fields.key_enter_field will be sent with the name
  1200. of this field.
  1201. * Special field for creating simple forms, such as sign text input
  1202. * Must be used without a `size[]` element
  1203. * A "Proceed" button will be added automatically
  1204. * See field_close_on_enter to stop enter closing the formspec
  1205. #### `field_close_on_enter[<name>;<close_on_enter>]`
  1206. * <name> is the name of the field
  1207. * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
  1208. * defaults to true when not specified (ie: no tag for a field)
  1209. #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
  1210. * Same as fields above, but with multi-line input
  1211. #### `label[<X>,<Y>;<label>]`
  1212. * `x` and `y` work as per field
  1213. * `label` is the text on the label
  1214. * Position and size units are inventory slots
  1215. #### `vertlabel[<X>,<Y>;<label>]`
  1216. * Textual label drawn vertically
  1217. * `x` and `y` work as per field
  1218. * `label` is the text on the label
  1219. * Position and size units are inventory slots
  1220. #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1221. * Clickable button. When clicked, fields will be sent.
  1222. * `x`, `y` and `name` work as per field
  1223. * `w` and `h` are the size of the button
  1224. * `label` is the text on the button
  1225. * Position and size units are inventory slots
  1226. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1227. * `x`, `y`, `w`, `h`, and `name` work as per button
  1228. * `texture name` is the filename of an image
  1229. * Position and size units are inventory slots
  1230. #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
  1231. * `x`, `y`, `w`, `h`, and `name` work as per button
  1232. * `texture name` is the filename of an image
  1233. * Position and size units are inventory slots
  1234. * `noclip=true` means the image button doesn't need to be within specified formsize
  1235. * `drawborder`: draw button border or not
  1236. * `pressed texture name` is the filename of an image on pressed state
  1237. #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
  1238. * `x`, `y`, `w`, `h`, `name` and `label` work as per button
  1239. * `item name` is the registered name of an item/node,
  1240. tooltip will be made out of its description
  1241. to override it use tooltip element
  1242. * Position and size units are inventory slots
  1243. #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
  1244. * When clicked, fields will be sent and the form will quit.
  1245. #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
  1246. * When clicked, fields will be sent and the form will quit.
  1247. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
  1248. * Scrollable item list showing arbitrary text elements
  1249. * `x` and `y` position the itemlist relative to the top left of the menu
  1250. * `w` and `h` are the size of the itemlist
  1251. * `name` fieldname sent to server on doubleclick value is current selected element
  1252. * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
  1253. * if you want a listelement to start with "#" write "##".
  1254. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
  1255. * Scrollable itemlist showing arbitrary text elements
  1256. * `x` and `y` position the item list relative to the top left of the menu
  1257. * `w` and `h` are the size of the item list
  1258. * `name` fieldname sent to server on doubleclick value is current selected element
  1259. * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
  1260. * if you want a listelement to start with "#" write "##"
  1261. * Index to be selected within textlist
  1262. * `true`/`false`: draw transparent background
  1263. * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
  1264. #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
  1265. * Show a tab**header** at specific position (ignores formsize)
  1266. * `x` and `y` position the itemlist relative to the top left of the menu
  1267. * `name` fieldname data is transferred to Lua
  1268. * `caption 1`...: name shown on top of tab
  1269. * `current_tab`: index of selected tab 1...
  1270. * `transparent` (optional): show transparent
  1271. * `draw_border` (optional): draw border
  1272. #### `box[<X>,<Y>;<W>,<H>;<color>]`
  1273. * Simple colored semitransparent box
  1274. * `x` and `y` position the box relative to the top left of the menu
  1275. * `w` and `h` are the size of box
  1276. * `color` is color specified as a `ColorString`
  1277. #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
  1278. * Show a dropdown field
  1279. * **Important note**: There are two different operation modes:
  1280. 1. handle directly on change (only changed dropdown is submitted)
  1281. 2. read the value on pressing a button (all dropdown values are available)
  1282. * `x` and `y` position of dropdown
  1283. * Width of dropdown
  1284. * Fieldname data is transferred to Lua
  1285. * Items to be shown in dropdown
  1286. * Index of currently selected dropdown item
  1287. #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
  1288. * Show a checkbox
  1289. * `x` and `y`: position of checkbox
  1290. * `name` fieldname data is transferred to Lua
  1291. * `label` to be shown left of checkbox
  1292. * `selected` (optional): `true`/`false`
  1293. #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
  1294. * Show a scrollbar
  1295. * There are two ways to use it:
  1296. 1. handle the changed event (only changed scrollbar is available)
  1297. 2. read the value on pressing a button (all scrollbars are available)
  1298. * `x` and `y`: position of trackbar
  1299. * `w` and `h`: width and height
  1300. * `orientation`: `vertical`/`horizontal`
  1301. * Fieldname data is transferred to Lua
  1302. * Value this trackbar is set to (`0`-`1000`)
  1303. * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
  1304. #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
  1305. * Show scrollable table using options defined by the previous `tableoptions[]`
  1306. * Displays cells as defined by the previous `tablecolumns[]`
  1307. * `x` and `y`: position the itemlist relative to the top left of the menu
  1308. * `w` and `h` are the size of the itemlist
  1309. * `name`: fieldname sent to server on row select or doubleclick
  1310. * `cell 1`...`cell n`: cell contents given in row-major order
  1311. * `selected idx`: index of row to be selected within table (first row = `1`)
  1312. * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
  1313. #### `tableoptions[<opt 1>;<opt 2>;...]`
  1314. * Sets options for `table[]`
  1315. * `color=#RRGGBB`
  1316. * default text color (`ColorString`), defaults to `#FFFFFF`
  1317. * `background=#RRGGBB`
  1318. * table background color (`ColorString`), defaults to `#000000`
  1319. * `border=<true/false>`
  1320. * should the table be drawn with a border? (default: `true`)
  1321. * `highlight=#RRGGBB`
  1322. * highlight background color (`ColorString`), defaults to `#466432`
  1323. * `highlight_text=#RRGGBB`
  1324. * highlight text color (`ColorString`), defaults to `#FFFFFF`
  1325. * `opendepth=<value>`
  1326. * all subtrees up to `depth < value` are open (default value = `0`)
  1327. * only useful when there is a column of type "tree"
  1328. #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
  1329. * Sets columns for `table[]`
  1330. * Types: `text`, `image`, `color`, `indent`, `tree`
  1331. * `text`: show cell contents as text
  1332. * `image`: cell contents are an image index, use column options to define images
  1333. * `color`: cell contents are a ColorString and define color of following cell
  1334. * `indent`: cell contents are a number and define indentation of following cell
  1335. * `tree`: same as indent, but user can open and close subtrees (treeview-like)
  1336. * Column options:
  1337. * `align=<value>`
  1338. * for `text` and `image`: content alignment within cells.
  1339. Available values: `left` (default), `center`, `right`, `inline`
  1340. * `width=<value>`
  1341. * for `text` and `image`: minimum width in em (default: `0`)
  1342. * for `indent` and `tree`: indent width in em (default: `1.5`)
  1343. * `padding=<value>`: padding left of the column, in em (default `0.5`).
  1344. Exception: defaults to 0 for indent columns
  1345. * `tooltip=<value>`: tooltip text (default: empty)
  1346. * `image` column options:
  1347. * `0=<value>` sets image for image index 0
  1348. * `1=<value>` sets image for image index 1
  1349. * `2=<value>` sets image for image index 2
  1350. * and so on; defined indices need not be contiguous empty or
  1351. non-numeric cells are treated as `0`.
  1352. * `color` column options:
  1353. * `span=<value>`: number of following columns to affect (default: infinite)
  1354. **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
  1355. pass key press events to formspec!
  1356. Inventory locations
  1357. -------------------
  1358. * `"context"`: Selected node metadata (deprecated: `"current_name"`)
  1359. * `"current_player"`: Player to whom the menu is shown
  1360. * `"player:<name>"`: Any player
  1361. * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
  1362. * `"detached:<name>"`: A detached inventory
  1363. Player Inventory lists
  1364. ----------------------
  1365. * `main`: list containing the default inventory
  1366. * `craft`: list containing the craft input
  1367. * `craftpreview`: list containing the craft output
  1368. * `hand`: list containing an override for the empty hand
  1369. `ColorString`
  1370. -------------
  1371. `#RGB` defines a color in hexadecimal format.
  1372. `#RGBA` defines a color in hexadecimal format and alpha channel.
  1373. `#RRGGBB` defines a color in hexadecimal format.
  1374. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
  1375. Named colors are also supported and are equivalent to
  1376. [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
  1377. To specify the value of the alpha channel, append `#AA` to the end of the color name
  1378. (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
  1379. value must (always) be two hexadecimal digits.
  1380. `ColorSpec`
  1381. -----------
  1382. A ColorSpec specifies a 32-bit color. It can be written in either:
  1383. table form, each element ranging from 0..255 (a, if absent, defaults to 255):
  1384. `colorspec = {a=255, r=0, g=255, b=0}`
  1385. numerical form, the raw integer value of an ARGB8 quad:
  1386. `colorspec = 0xFF00FF00`
  1387. or string form, a ColorString (defined above):
  1388. `colorspec = "green"`
  1389. Escape sequences
  1390. ----------------
  1391. Most text can contain escape sequences, that can for example color the text.
  1392. There are a few exceptions: tab headers, dropdowns and vertical labels can't.
  1393. The following functions provide escape sequences:
  1394. * `core.get_color_escape_sequence(color)`:
  1395. * `color` is a ColorString
  1396. * The escape sequence sets the text color to `color`
  1397. * `core.colorize(color, message)`:
  1398. * Equivalent to:
  1399. `core.get_color_escape_sequence(color) ..
  1400. message ..
  1401. core.get_color_escape_sequence("#ffffff")`
  1402. * `color.get_background_escape_sequence(color)`
  1403. * `color` is a ColorString
  1404. * The escape sequence sets the background of the whole text element to
  1405. `color`. Only defined for item descriptions and tooltips.
  1406. Spatial Vectors
  1407. ---------------
  1408. * `vector.new(a[, b, c])`: returns a vector:
  1409. * A copy of `a` if `a` is a vector.
  1410. * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
  1411. * `vector.direction(p1, p2)`: returns a vector
  1412. * `vector.distance(p1, p2)`: returns a number
  1413. * `vector.length(v)`: returns a number
  1414. * `vector.normalize(v)`: returns a vector
  1415. * `vector.floor(v)`: returns a vector, each dimension rounded down
  1416. * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
  1417. * `vector.apply(v, func)`: returns a vector
  1418. * `vector.equals(v1, v2)`: returns a boolean
  1419. For the following functions `x` can be either a vector or a number:
  1420. * `vector.add(v, x)`: returns a vector
  1421. * `vector.subtract(v, x)`: returns a vector
  1422. * `vector.multiply(v, x)`: returns a scaled vector or Schur product
  1423. * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
  1424. Helper functions
  1425. ----------------
  1426. * `dump2(obj, name="_", dumped={})`
  1427. * Return object serialized as a string, handles reference loops
  1428. * `dump(obj, dumped={})`
  1429. * Return object serialized as a string
  1430. * `math.hypot(x, y)`
  1431. * Get the hypotenuse of a triangle with legs x and y.
  1432. Useful for distance calculation.
  1433. * `math.sign(x, tolerance)`
  1434. * Get the sign of a number.
  1435. Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
  1436. * `string.split(str, separator=",", include_empty=false, max_splits=-1,
  1437. * sep_is_pattern=false)`
  1438. * If `max_splits` is negative, do not limit splits.
  1439. * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
  1440. * e.g. `string:split("a,b", ",") == {"a","b"}`
  1441. * `string:trim()`
  1442. * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
  1443. * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
  1444. * Convert position to a printable string
  1445. Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
  1446. * `minetest.string_to_pos(string)`: returns a position
  1447. * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
  1448. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
  1449. * Converts a string representing an area box into two positions
  1450. * `minetest.formspec_escape(string)`: returns a string
  1451. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  1452. * `minetest.is_yes(arg)`
  1453. * returns whether `arg` can be interpreted as yes
  1454. * `minetest.get_us_time()`
  1455. * returns time with microsecond precision. May not return wall time.
  1456. * `table.copy(table)`: returns a table
  1457. * returns a deep copy of `table`
  1458. `minetest` namespace reference
  1459. ------------------------------
  1460. ### Utilities
  1461. * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
  1462. * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
  1463. * Useful for loading additional `.lua` modules or static data from mod
  1464. * `minetest.get_modnames()`: returns a list of installed mods
  1465. * Return a list of installed mods, sorted alphabetically
  1466. * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
  1467. * Useful for storing custom data
  1468. * `minetest.is_singleplayer()`
  1469. * `minetest.features`
  1470. * Table containing API feature flags: `{foo=true, bar=true}`
  1471. * `minetest.has_feature(arg)`: returns `boolean, missing_features`
  1472. * `arg`: string or table in format `{foo=true, bar=true}`
  1473. * `missing_features`: `{foo=true, bar=true}`
  1474. * `minetest.get_player_information(player_name)`: returns a table containing
  1475. information about player. Example return value:
  1476. {
  1477. address = "127.0.0.1", -- IP address of client
  1478. ip_version = 4, -- IPv4 / IPv6
  1479. min_rtt = 0.01, -- minimum round trip time
  1480. max_rtt = 0.2, -- maximum round trip time
  1481. avg_rtt = 0.02, -- average round trip time
  1482. min_jitter = 0.01, -- minimum packet time jitter
  1483. max_jitter = 0.5, -- maximum packet time jitter
  1484. avg_jitter = 0.03, -- average packet time jitter
  1485. connection_uptime = 200, -- seconds since client connected
  1486. -- following information is available on debug build only!!!
  1487. -- DO NOT USE IN MODS
  1488. --ser_vers = 26, -- serialization version used by client
  1489. --prot_vers = 23, -- protocol version used by client
  1490. --major = 0, -- major version number
  1491. --minor = 4, -- minor version number
  1492. --patch = 10, -- patch version number
  1493. --vers_string = "0.4.9-git", -- full version string
  1494. --state = "Active" -- current client state
  1495. }
  1496. * `minetest.mkdir(path)`: returns success.
  1497. * Creates a directory specified by `path`, creating parent directories
  1498. if they don't exist.
  1499. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
  1500. * is_dir is one of:
  1501. * nil: return all entries,
  1502. * true: return only subdirectory names, or
  1503. * false: return only file names.
  1504. * `minetest.get_version()`: returns a table containing components of the
  1505. engine version. Components:
  1506. * `project`: Name of the project, eg, "Minetest"
  1507. * `string`: Simple version, eg, "1.2.3-dev"
  1508. * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
  1509. Use this for informational purposes only. The information in the returned
  1510. table does not represent the capabilities of the engine, nor is it
  1511. reliable or verifyable. Compatible forks will have a different name and
  1512. version entirely. To check for the presence of engine features, test
  1513. whether the functions exported by the wanted features exist. For example:
  1514. `if core.nodeupdate then ... end`.
  1515. ### Logging
  1516. * `minetest.debug(...)`
  1517. * Equivalent to `minetest.log(table.concat({...}, "\t"))`
  1518. * `minetest.log([level,] text)`
  1519. * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
  1520. `"info"`, or `"verbose"`. Default is `"none"`.
  1521. ### Registration functions
  1522. Call these functions only at load time!
  1523. * `minetest.register_entity(name, prototype table)`
  1524. * `minetest.register_abm(abm definition)`
  1525. * `minetest.register_lbm(lbm definition)`
  1526. * `minetest.register_node(name, node definition)`
  1527. * `minetest.register_tool(name, item definition)`
  1528. * `minetest.register_craftitem(name, item definition)`
  1529. * `minetest.unregister_item(name)`
  1530. * `minetest.register_alias(name, convert_to)`
  1531. * `minetest.register_alias_force(name, convert_to)`
  1532. * `minetest.register_craft(recipe)`
  1533. * Check recipe table syntax for different types below.
  1534. * `minetest.clear_craft(recipe)`
  1535. * Will erase existing craft based either on output item or on input recipe.
  1536. * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
  1537. syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
  1538. * If no erase candidate could be found, Lua exception will be thrown.
  1539. * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
  1540. contains output. Erasing is then done independently from the crafting method.
  1541. * `minetest.register_ore(ore definition)`
  1542. * `minetest.register_biome(biome definition)`
  1543. * `minetest.register_decoration(decoration definition)`
  1544. * `minetest.override_item(name, redefinition)`
  1545. * Overrides fields of an item registered with register_node/tool/craftitem.
  1546. * Note: Item must already be defined, (opt)depend on the mod defining it.
  1547. * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
  1548. * `minetest.clear_registered_ores()`
  1549. * `minetest.clear_registered_biomes()`
  1550. * `minetest.clear_registered_decorations()`
  1551. ### Global callback registration functions
  1552. Call these functions only at load time!
  1553. * `minetest.register_globalstep(func(dtime))`
  1554. * Called every server step, usually interval of 0.1s
  1555. * `minetest.register_on_shutdown(func())`
  1556. * Called before server shutdown
  1557. * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
  1558. callbacks **will likely not be run**. Data should be saved at
  1559. semi-frequent intervals as well as on server shutdown.
  1560. * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
  1561. * Called when a node has been placed
  1562. * If return `true` no item is taken from `itemstack`
  1563. * **Not recommended**; use `on_construct` or `after_place_node` in node definition
  1564. whenever possible
  1565. * `minetest.register_on_dignode(func(pos, oldnode, digger))`
  1566. * Called when a node has been dug.
  1567. * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
  1568. whenever possible
  1569. * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
  1570. * Called when a node is punched
  1571. * `minetest.register_on_generated(func(minp, maxp, blockseed))`
  1572. * Called after generating a piece of world. Modifying nodes inside the area
  1573. is a bit faster than usually.
  1574. * `minetest.register_on_newplayer(func(ObjectRef))`
  1575. * Called after a new player has been created
  1576. * `minetest.register_on_dieplayer(func(ObjectRef))`
  1577. * Called when a player dies
  1578. * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
  1579. * Called when a player is punched
  1580. * `player` - ObjectRef - Player that was punched
  1581. * `hitter` - ObjectRef - Player that hit
  1582. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
  1583. * `tool_capabilities`: capability table of used tool (can be nil)
  1584. * `dir`: unit vector of direction of punch. Always defined. Points from
  1585. the puncher to the punched.
  1586. * `damage` - number that represents the damage calculated by the engine
  1587. * should return `true` to prevent the default damage mechanism
  1588. * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
  1589. * Called when the player gets damaged or healed
  1590. * `player`: ObjectRef of the player
  1591. * `hp_change`: the amount of change. Negative when it is damage.
  1592. * `modifier`: when true, the function should return the actual hp_change.
  1593. Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
  1594. modifiers can return true as a second argument to stop the execution of further functions.
  1595. Non-modifiers receive the final hp change calculated by the modifiers.
  1596. * `minetest.register_on_respawnplayer(func(ObjectRef))`
  1597. * Called when player is to be respawned
  1598. * Called _before_ repositioning of player occurs
  1599. * return true in func to disable regular player placement
  1600. * `minetest.register_on_prejoinplayer(func(name, ip))`
  1601. * Called before a player joins the game
  1602. * If it returns a string, the player is disconnected with that string as reason
  1603. * `minetest.register_on_joinplayer(func(ObjectRef))`
  1604. * Called when a player joins the game
  1605. * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
  1606. * Called when a player leaves the game
  1607. * `timed_out`: True for timeout, false for other reasons.
  1608. * `minetest.register_on_cheat(func(ObjectRef, cheat))`
  1609. * Called when a player cheats
  1610. * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
  1611. * `"moved_too_fast"`
  1612. * `"interacted_too_far"`
  1613. * `"finished_unknown_dig"`
  1614. * `dug_unbreakable`
  1615. * `dug_too_fast`
  1616. * `minetest.register_on_chat_message(func(name, message))`
  1617. * Called always when a player says something
  1618. * Return `true` to mark the message as handled, which means that it will not be sent to other players
  1619. * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
  1620. * Called when a button is pressed in player's inventory form
  1621. * Newest functions are called first
  1622. * If function returns `true`, remaining functions are not called
  1623. * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
  1624. * Called when `player` crafts something
  1625. * `itemstack` is the output
  1626. * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
  1627. * `craft_inv` is the inventory with the crafting grid
  1628. * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
  1629. * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
  1630. * The same as before, except that it is called before the player crafts, to make
  1631. craft prediction, and it should not change anything.
  1632. * `minetest.register_on_protection_violation(func(pos, name))`
  1633. * Called by `builtin` and mods when a player violates protection at a position
  1634. (eg, digs a node or punches a protected entity).
  1635. * The registered functions can be called using `minetest.record_protection_violation`
  1636. * The provided function should check that the position is protected by the mod
  1637. calling this function before it prints a message, if it does, to allow for
  1638. multiple protection mods.
  1639. * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
  1640. * Called when an item is eaten, by `minetest.item_eat`
  1641. * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
  1642. ### Other registration functions
  1643. * `minetest.register_chatcommand(cmd, chatcommand definition)`
  1644. * `minetest.register_privilege(name, definition)`
  1645. * `definition`: `"description text"`
  1646. * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
  1647. the default of `give_to_singleplayer` is true
  1648. * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
  1649. * `minetest.register_authentication_handler(handler)`
  1650. * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
  1651. ### Setting-related
  1652. * `minetest.setting_set(name, value)`
  1653. * Setting names can't contain whitespace or any of `="{}#`.
  1654. * Setting values can't contain the sequence `\n"""`.
  1655. * Setting names starting with "secure." can't be set.
  1656. * `minetest.setting_get(name)`: returns string or `nil`
  1657. * `minetest.setting_setbool(name, value)`
  1658. * See documentation on `setting_set` for restrictions.
  1659. * `minetest.setting_getbool(name)`: returns boolean or `nil`
  1660. * `minetest.setting_get_pos(name)`: returns position or nil
  1661. * `minetest.setting_save()`, returns `nil`, save all settings to config file
  1662. ### Authentication
  1663. * `minetest.notify_authentication_modified(name)`
  1664. * Should be called by the authentication handler if privileges changes.
  1665. * To report everybody, set `name=nil`.
  1666. * `minetest.check_password_entry(name, entry, password)`
  1667. * Returns true if the "db entry" for a player with name matches given
  1668. * password, false otherwise.
  1669. * The "db entry" is the usually player-individual value that is derived
  1670. * from the player's chosen password and stored on the server in order to allow
  1671. * authentication whenever the player desires to log in.
  1672. * Only use this function for making it possible to log in via the password from
  1673. * via protocols like IRC, other uses for inside the game are frowned upon.
  1674. * `minetest.get_password_hash(name, raw_password)`
  1675. * Convert a name-password pair to a password hash that Minetest can use.
  1676. * The returned value alone is not a good basis for password checks based
  1677. * on comparing the password hash in the database with the password hash
  1678. * from the function, with an externally provided password, as the hash
  1679. * in the db might use the new SRP verifier format.
  1680. * For this purpose, use minetest.check_password_entry instead.
  1681. * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
  1682. * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
  1683. * Convert between two privilege representations
  1684. * `minetest.set_player_password(name, password_hash)`
  1685. * `minetest.set_player_privs(name, {priv1=true,...})`
  1686. * `minetest.get_player_privs(name) -> {priv1=true,...}`
  1687. * `minetest.auth_reload()`
  1688. * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
  1689. * A quickhand for checking privileges.
  1690. * `player_or_name`: Either a Player object or the name of a player.
  1691. * `...` is either a list of strings, e.g. `"priva", "privb"` or
  1692. a table, e.g. `{ priva = true, privb = true }`.
  1693. * `minetest.get_player_ip(name)`: returns an IP address string
  1694. `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
  1695. and `minetest.auth_reload` call the authetification handler.
  1696. ### Chat
  1697. * `minetest.chat_send_all(text)`
  1698. * `minetest.chat_send_player(name, text)`
  1699. ### Environment access
  1700. * `minetest.set_node(pos, node)`
  1701. * `minetest.add_node(pos, node): alias set_node(pos, node)`
  1702. * Set node at position (`node = {name="foo", param1=0, param2=0}`)
  1703. * `minetest.swap_node(pos, node)`
  1704. * Set node at position, but don't remove metadata
  1705. * `minetest.remove_node(pos)`
  1706. * Equivalent to `set_node(pos, "air")`
  1707. * `minetest.get_node(pos)`
  1708. * Returns the node at the given position as table in the format
  1709. `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
  1710. for unloaded areas.
  1711. * `minetest.get_node_or_nil(pos)`
  1712. * Same as `get_node` but returns `nil` for unloaded areas.
  1713. * `minetest.get_node_light(pos, timeofday)`
  1714. * Gets the light value at the given position. Note that the light value
  1715. "inside" the node at the given position is returned, so you usually want
  1716. to get the light value of a neighbor.
  1717. * `pos`: The position where to measure the light.
  1718. * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
  1719. * Returns a number between `0` and `15` or `nil`
  1720. * `minetest.place_node(pos, node)`
  1721. * Place node with the same effects that a player would cause
  1722. * `minetest.dig_node(pos)`
  1723. * Dig node with the same effects that a player would cause
  1724. * Returns `true` if successful, `false` on failure (e.g. protected location)
  1725. * `minetest.punch_node(pos)`
  1726. * Punch node with the same effects that a player would cause
  1727. * `minetest.find_nodes_with_meta(pos1, pos2)`
  1728. * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
  1729. * `minetest.get_meta(pos)`
  1730. * Get a `NodeMetaRef` at that position
  1731. * `minetest.get_node_timer(pos)`
  1732. * Get `NodeTimerRef`
  1733. * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
  1734. * Returns `ObjectRef`, or `nil` if failed
  1735. * `minetest.add_item(pos, item)`: Spawn item
  1736. * Returns `ObjectRef`, or `nil` if failed
  1737. * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
  1738. * `minetest.get_objects_inside_radius(pos, radius)`
  1739. * `radius`: using an euclidean metric
  1740. * `minetest.set_timeofday(val)`
  1741. * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
  1742. * `minetest.get_timeofday()`
  1743. * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
  1744. * `minetest.get_day_count()`: returns number days elapsed since world was created,
  1745. * accounting for time changes.
  1746. * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
  1747. * `radius`: using a maximum metric
  1748. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1749. * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
  1750. * returns as second value a table with the count of the individual nodes found
  1751. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1752. * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
  1753. * returned positions are nodes with a node air above
  1754. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
  1755. * `minetest.get_perlin(noiseparams)`
  1756. * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  1757. * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
  1758. * `minetest.get_voxel_manip([pos1, pos2])`
  1759. * Return voxel manipulator object.
  1760. * Loads the manipulator from the map if positions are passed.
  1761. * `minetest.set_gen_notify(flags, {deco_ids})`
  1762. * Set the types of on-generate notifications that should be collected
  1763. * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
  1764. `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
  1765. * The second parameter is a list of IDS of decorations which notification is requested for
  1766. * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
  1767. * `minetest.get_mapgen_object(objectname)`
  1768. * Return requested mapgen object if available (see "Mapgen objects")
  1769. * `minetest.get_biome_id(biome_name)`
  1770. * Returns the biome id, as used in the biomemap Mapgen object, for a
  1771. given biome_name string.
  1772. * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
  1773. `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
  1774. * Deprecated: use minetest.get_mapgen_setting(name) instead
  1775. * `minetest.set_mapgen_params(MapgenParams)`
  1776. * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
  1777. * Set map generation parameters
  1778. * Function cannot be called after the registration period; only initialization
  1779. and `on_mapgen_init`
  1780. * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
  1781. and `flags`.
  1782. * Leave field unset to leave that parameter unchanged
  1783. * `flags` contains a comma-delimited string of flags to set,
  1784. or if the prefix `"no"` is attached, clears instead.
  1785. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
  1786. * `minetest.get_mapgen_setting(name)`
  1787. * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
  1788. order of precedence:
  1789. 1) Settings loaded from map_meta.txt or overrides set during mod execution
  1790. 2) Settings set by mods without a metafile override
  1791. 3) Settings explicitly set in the user config file, minetest.conf
  1792. 4) Settings set as the user config default
  1793. * `minetest.get_mapgen_setting_noiseparams(name)`
  1794. * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
  1795. and is a valid NoiseParams
  1796. * `minetest.set_mapgen_setting(name, value, [override_meta])`
  1797. * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
  1798. is not already present in map_meta.txt.
  1799. * `override_meta` is an optional boolean (default: `false`). If this is set to true,
  1800. the setting will become the active setting regardless of the map metafile contents.
  1801. * Note: to set the seed, use "seed", not "fixed_map_seed"
  1802. * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
  1803. * Same as above, except value is a NoiseParams table.
  1804. * `minetest.set_noiseparams(name, noiseparams, set_default)`
  1805. * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
  1806. * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
  1807. should be applied to the default config or current active config
  1808. * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
  1809. * `minetest.generate_ores(vm, pos1, pos2)`
  1810. * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  1811. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  1812. * `minetest.generate_decorations(vm, pos1, pos2)`
  1813. * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
  1814. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
  1815. * `minetest.clear_objects([options])`
  1816. * Clear all objects in the environment
  1817. * Takes an optional table as an argument with the field `mode`.
  1818. * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
  1819. * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
  1820. clear objects in unloaded mapblocks only when the mapblocks are next activated.
  1821. * `minetest.emerge_area(pos1, pos2, [callback], [param])`
  1822. * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
  1823. * fetched from memory, loaded from disk, or if inexistent, generates them.
  1824. * If `callback` is a valid Lua function, this will be called for each block emerged.
  1825. * The function signature of callback is:
  1826. * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
  1827. * - `blockpos` is the *block* coordinates of the block that had been emerged
  1828. * - `action` could be one of the following constant values:
  1829. * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
  1830. * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
  1831. * - `calls_remaining` is the number of callbacks to be expected after this one
  1832. * - `param` is the user-defined parameter passed to emerge_area (or nil if the
  1833. * parameter was absent)
  1834. * `minetest.delete_area(pos1, pos2)`
  1835. * delete all mapblocks in the area from pos1 to pos2, inclusive
  1836. * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
  1837. * Check if there is a direct line of sight between `pos1` and `pos2`
  1838. * Returns the position of the blocking node when `false`
  1839. * `pos1`: First position
  1840. * `pos2`: Second position
  1841. * `stepsize`: smaller gives more accurate results but requires more computing
  1842. time. Default is `1`.
  1843. * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
  1844. * returns table containing path
  1845. * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
  1846. * `pos1`: start position
  1847. * `pos2`: end position
  1848. * `searchdistance`: number of blocks to search in each direction using a maximum metric
  1849. * `max_jump`: maximum height difference to consider walkable
  1850. * `max_drop`: maximum height difference to consider droppable
  1851. * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
  1852. * `minetest.spawn_tree (pos, {treedef})`
  1853. * spawns L-system tree at given `pos` with definition in `treedef` table
  1854. * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
  1855. Often these bugs appear as subtle shadows in water.
  1856. * `minetest.transforming_liquid_add(pos)`
  1857. * add node to liquid update queue
  1858. * `minetest.get_node_max_level(pos)`
  1859. * get max available level for leveled node
  1860. * `minetest.get_node_level(pos)`
  1861. * get level of leveled node (water, snow)
  1862. * `minetest.set_node_level(pos, level)`
  1863. * set level of leveled node, default `level` equals `1`
  1864. * if `totallevel > maxlevel`, returns rest (`total-max`).
  1865. * `minetest.add_node_level(pos, level)`
  1866. * increase level of leveled node by level, default `level` equals `1`
  1867. * if `totallevel > maxlevel`, returns rest (`total-max`)
  1868. * can be negative for decreasing
  1869. * `core.check_single_for_falling(pos)`
  1870. * causes an unsupported `group:falling_node` node to fall and causes an
  1871. unattached `group:attached_node` node to fall.
  1872. * does not spread these updates to neighbours.
  1873. * `core.check_for_falling(pos)`
  1874. * causes an unsupported `group:falling_node` node to fall and causes an
  1875. unattached `group:attached_node` node to fall.
  1876. * spread these updates to neighbours and can cause a cascade
  1877. of nodes to fall.
  1878. ### Inventory
  1879. `minetest.get_inventory(location)`: returns an `InvRef`
  1880. * `location` = e.g.
  1881. * `{type="player", name="celeron55"}`
  1882. * `{type="node", pos={x=, y=, z=}}`
  1883. * `{type="detached", name="creative"}`
  1884. * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
  1885. * callbacks: See "Detached inventory callbacks"
  1886. * player_name: Make detached inventory available to one player exclusively,
  1887. by default they will be sent to every player (even if not used).
  1888. Note that this parameter is mostly just a workaround and will be removed in future releases.
  1889. * Creates a detached inventory. If it already exists, it is cleared.
  1890. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
  1891. returns left over ItemStack
  1892. * See `minetest.item_eat` and `minetest.register_on_item_eat`
  1893. ### Formspec
  1894. * `minetest.show_formspec(playername, formname, formspec)`
  1895. * `playername`: name of player to show formspec
  1896. * `formname`: name passed to `on_player_receive_fields` callbacks.
  1897. It should follow the `"modname:<whatever>"` naming convention
  1898. * `formspec`: formspec to display
  1899. * `minetest.close_formspec(playername, formname)`
  1900. * `playername`: name of player to close formspec
  1901. * `formname`: has to exactly match the one given in show_formspec, or the formspec will
  1902. not close.
  1903. * calling show_formspec(playername, formname, "") is equal to this expression
  1904. * to close a formspec regardless of the formname, call
  1905. minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
  1906. * `minetest.formspec_escape(string)`: returns a string
  1907. * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
  1908. * `minetest.explode_table_event(string)`: returns a table
  1909. * returns e.g. `{type="CHG", row=1, column=2}`
  1910. * `type` is one of:
  1911. * `"INV"`: no row selected)
  1912. * `"CHG"`: selected)
  1913. * `"DCL"`: double-click
  1914. * `minetest.explode_textlist_event(string)`: returns a table
  1915. * returns e.g. `{type="CHG", index=1}`
  1916. * `type` is one of:
  1917. * `"INV"`: no row selected)
  1918. * `"CHG"`: selected)
  1919. * `"DCL"`: double-click
  1920. * `minetest.explode_scrollbar_event(string)`: returns a table
  1921. * returns e.g. `{type="CHG", value=500}`
  1922. * `type` is one of:
  1923. * `"INV"`: something failed
  1924. * `"CHG"`: has been changed
  1925. * `"VAL"`: not changed
  1926. ### Item handling
  1927. * `minetest.inventorycube(img1, img2, img3)`
  1928. * Returns a string for making an image of a cube (useful as an item image)
  1929. * `minetest.get_pointed_thing_position(pointed_thing, above)`
  1930. * Get position of a `pointed_thing` (that you can get from somewhere)
  1931. * `minetest.dir_to_facedir(dir, is6d)`
  1932. * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
  1933. * passing something non-`nil`/`false` for the optional second parameter causes it to
  1934. take the y component into account
  1935. * `minetest.facedir_to_dir(facedir)`
  1936. * Convert a facedir back into a vector aimed directly out the "back" of a node
  1937. * `minetest.dir_to_wallmounted(dir)`
  1938. * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
  1939. * `minetest.wallmounted_to_dir(wallmounted)`
  1940. * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
  1941. * `minetest.get_node_drops(nodename, toolname)`
  1942. * Returns list of item names.
  1943. * **Note**: This will be removed or modified in a future version.
  1944. * `minetest.get_craft_result(input)`: returns `output, decremented_input`
  1945. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  1946. * `input.width` = for example `3`
  1947. * `input.items` = for example
  1948. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  1949. * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
  1950. * `output.time` = a number, if unsuccessful: `0`
  1951. * `output.replacements` = list of `ItemStack`s that couldn't be placed in
  1952. `decremented_input.items`
  1953. * `decremented_input` = like `input`
  1954. * `minetest.get_craft_recipe(output)`: returns input
  1955. * returns last registered recipe for output item (node)
  1956. * `output` is a node or item type such as `"default:torch"`
  1957. * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
  1958. * `input.width` = for example `3`
  1959. * `input.items` = for example
  1960. `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
  1961. * `input.items` = `nil` if no recipe found
  1962. * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
  1963. * returns indexed table with all registered recipes for query item (node)
  1964. or `nil` if no recipe was found
  1965. * recipe entry table:
  1966. {
  1967. method = 'normal' or 'cooking' or 'fuel'
  1968. width = 0-3, 0 means shapeless recipe
  1969. items = indexed [1-9] table with recipe items
  1970. output = string with item name and quantity
  1971. }
  1972. * Example query for `"default:gold_ingot"` will return table:
  1973. {
  1974. [1]={type = "cooking", width = 3, output = "default:gold_ingot",
  1975. items = {1 = "default:gold_lump"}},
  1976. [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
  1977. items = {1 = "default:goldblock"}}
  1978. }
  1979. * `minetest.handle_node_drops(pos, drops, digger)`
  1980. * `drops`: list of itemstrings
  1981. * Handles drops from nodes after digging: Default action is to put them into
  1982. digger's inventory
  1983. * Can be overridden to get different functionality (e.g. dropping items on
  1984. ground)
  1985. ### Rollback
  1986. * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
  1987. returns `{{actor, pos, time, oldnode, newnode}, ...}`
  1988. * Find who has done something to a node, or near a node
  1989. * `actor`: `"player:<name>"`, also `"liquid"`.
  1990. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
  1991. * Revert latest actions of someone
  1992. * `actor`: `"player:<name>"`, also `"liquid"`.
  1993. ### Defaults for the `on_*` item definition functions
  1994. These functions return the leftover itemstack.
  1995. * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
  1996. * Place item as a node
  1997. * `param2` overrides `facedir` and wallmounted `param2`
  1998. * returns `itemstack, success`
  1999. * `minetest.item_place_object(itemstack, placer, pointed_thing)`
  2000. * Place item as-is
  2001. * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
  2002. * Use one of the above based on what the item is.
  2003. * Calls `on_rightclick` of `pointed_thing.under` if defined instead
  2004. * **Note**: is not called when wielded item overrides `on_place`
  2005. * `param2` overrides `facedir` and wallmounted `param2`
  2006. * returns `itemstack, success`
  2007. * `minetest.item_drop(itemstack, dropper, pos)`
  2008. * Drop the item
  2009. * `minetest.item_eat(hp_change, replace_with_item)`
  2010. * Eat the item.
  2011. * `replace_with_item` is the itemstring which is added to the inventory.
  2012. If the player is eating a stack, then replace_with_item goes to a
  2013. different spot. Can be `nil`
  2014. * See `minetest.do_item_eat`
  2015. ### Defaults for the `on_punch` and `on_dig` node definition callbacks
  2016. * `minetest.node_punch(pos, node, puncher, pointed_thing)`
  2017. * Calls functions registered by `minetest.register_on_punchnode()`
  2018. * `minetest.node_dig(pos, node, digger)`
  2019. * Checks if node can be dug, puts item into inventory, removes node
  2020. * Calls functions registered by `minetest.registered_on_dignodes()`
  2021. ### Sounds
  2022. * `minetest.sound_play(spec, parameters)`: returns a handle
  2023. * `spec` is a `SimpleSoundSpec`
  2024. * `parameters` is a sound parameter table
  2025. * `minetest.sound_stop(handle)`
  2026. ### Timing
  2027. * `minetest.after(time, func, ...)`
  2028. * Call the function `func` after `time` seconds, may be fractional
  2029. * Optional: Variable number of arguments that are passed to `func`
  2030. ### Server
  2031. * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
  2032. and `reconnect` == true displays a reconnect button.
  2033. * `minetest.get_server_status()`: returns server status string
  2034. * `minetest.get_server_uptime()`: returns the server uptime in seconds
  2035. ### Bans
  2036. * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
  2037. * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
  2038. * `minetest.ban_player(name)`: ban a player
  2039. * `minetest.unban_player_or_ip(name)`: unban player or IP address
  2040. * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
  2041. ### Particles
  2042. * `minetest.add_particle(particle definition)`
  2043. * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
  2044. size, collisiondetection, texture, playername)`
  2045. * `minetest.add_particlespawner(particlespawner definition)`
  2046. * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
  2047. * Returns an `id`, and -1 if adding didn't succeed
  2048. * `Deprecated: minetest.add_particlespawner(amount, time,
  2049. minpos, maxpos,
  2050. minvel, maxvel,
  2051. minacc, maxacc,
  2052. minexptime, maxexptime,
  2053. minsize, maxsize,
  2054. collisiondetection, texture, playername)`
  2055. * `minetest.delete_particlespawner(id, player)``
  2056. * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
  2057. * If playername is specified, only deletes on the player's client,
  2058. * otherwise on all clients
  2059. ### Schematics
  2060. * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
  2061. * Create a schematic from the volume of map specified by the box formed by p1 and p2.
  2062. * Apply the specified probability values to the specified nodes in `probability_list`.
  2063. * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
  2064. * `pos` is the 3D vector specifying the absolute coordinates of the
  2065. node being modified,
  2066. * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
  2067. * If there are two or more entries with the same pos value, the
  2068. last entry is used.
  2069. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
  2070. * If `probability_list` equals `nil`, no probabilities are applied.
  2071. * Slice probability works in the same manner, except takes a field
  2072. called `ypos` instead which
  2073. indicates the y position of the slice with a probability applied.
  2074. * If slice probability list equals `nil`, no slice probabilities are applied.
  2075. * Saves schematic in the Minetest Schematic format to filename.
  2076. * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
  2077. * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
  2078. * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
  2079. * If the `rotation` parameter is omitted, the schematic is not rotated.
  2080. * `replacements` = `{["old_name"] = "convert_to", ...}`
  2081. * `force_placement` is a boolean indicating whether nodes other than `air` and
  2082. `ignore` are replaced by the schematic
  2083. * Returns nil if the schematic could not be loaded.
  2084. * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
  2085. * This function is analagous to minetest.place_schematic, but places a schematic onto the
  2086. specified VoxelManip object `vmanip` instead of the whole map.
  2087. * Returns false if any part of the schematic was cut-off due to the VoxelManip not
  2088. containing the full area required, and true if the whole schematic was able to fit.
  2089. * Returns nil if the schematic could not be loaded.
  2090. * After execution, any external copies of the VoxelManip contents are invalidated.
  2091. * `minetest.serialize_schematic(schematic, format, options)`
  2092. * Return the serialized schematic specified by schematic (see: Schematic specifier)
  2093. * in the `format` of either "mts" or "lua".
  2094. * "mts" - a string containing the binary MTS data used in the MTS file format
  2095. * "lua" - a string containing Lua code representing the schematic in table format
  2096. * `options` is a table containing the following optional parameters:
  2097. * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
  2098. * position comments for every X row generated in the schematic data for easier reading.
  2099. * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
  2100. * will use that number of spaces as indentation instead of a tab character.
  2101. ### HTTP Requests:
  2102. * `minetest.request_http_api()`:
  2103. * returns `HTTPApiTable` containing http functions if the calling mod has been granted
  2104. access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
  2105. otherwise returns `nil`.
  2106. * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
  2107. described below.
  2108. * Only works at init time and must be called from the mod's main scope (not from a function).
  2109. * Function only exists if minetest server was built with cURL support.
  2110. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
  2111. A LOCAL VARIABLE!**
  2112. * `HTTPApiTable.fetch(HTTPRequest req, callback)`
  2113. * Performs given request asynchronously and calls callback upon completion
  2114. * callback: `function(HTTPRequestResult res)`
  2115. * Use this HTTP function if you are unsure, the others are for advanced use.
  2116. * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
  2117. * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
  2118. * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
  2119. * Return response data for given asynchronous HTTP request
  2120. ### Misc.
  2121. * `minetest.get_connected_players()`: returns list of `ObjectRefs`
  2122. * `minetest.hud_replace_builtin(name, hud_definition)`
  2123. * Replaces definition of a builtin hud element
  2124. * `name`: `"breath"` or `"health"`
  2125. * `hud_definition`: definition to replace builtin definition
  2126. * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
  2127. * Gives a unique hash number for a node position (16+16+16=48bit)
  2128. * `minetest.get_position_from_hash(hash)`: returns a position
  2129. * Inverse transform of `minetest.hash_node_position`
  2130. * `minetest.get_item_group(name, group)`: returns a rating
  2131. * Get rating of a group of an item. (`0` means: not in group)
  2132. * `minetest.get_node_group(name, group)`: returns a rating
  2133. * Deprecated: An alias for the former.
  2134. * `minetest.raillike_group(name)`: returns a rating
  2135. * Returns rating of the connect_to_raillike group corresponding to name
  2136. * If name is not yet the name of a connect_to_raillike group, a new group id
  2137. * is created, with that name
  2138. * `minetest.get_content_id(name)`: returns an integer
  2139. * Gets the internal content ID of `name`
  2140. * `minetest.get_name_from_content_id(content_id)`: returns a string
  2141. * Gets the name of the content with that content ID
  2142. * `minetest.parse_json(string[, nullvalue])`: returns something
  2143. * Convert a string containing JSON data into the Lua equivalent
  2144. * `nullvalue`: returned in place of the JSON null; defaults to `nil`
  2145. * On success returns a table, a string, a number, a boolean or `nullvalue`
  2146. * On failure outputs an error message and returns `nil`
  2147. * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
  2148. * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
  2149. * Convert a Lua table into a JSON string
  2150. * styled: Outputs in a human-readable format if this is set, defaults to false
  2151. * Unserializable things like functions and userdata are saved as null.
  2152. * **Warning**: JSON is more strict than the Lua table format.
  2153. 1. You can only use strings and positive integers of at least one as keys.
  2154. 2. You can not mix string and integer keys.
  2155. This is due to the fact that JSON has two distinct array and object values.
  2156. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
  2157. * `minetest.serialize(table)`: returns a string
  2158. * Convert a table containing tables, strings, numbers, booleans and `nil`s
  2159. into string form readable by `minetest.deserialize`
  2160. * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
  2161. * `minetest.deserialize(string)`: returns a table
  2162. * Convert a string returned by `minetest.deserialize` into a table
  2163. * `string` is loaded in an empty sandbox environment.
  2164. * Will load functions, but they cannot access the global environment.
  2165. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
  2166. * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
  2167. * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
  2168. * `minetest.compress(data, method, ...)`: returns `compressed_data`
  2169. * Compress a string of data.
  2170. * `method` is a string identifying the compression method to be used.
  2171. * Supported compression methods:
  2172. * Deflate (zlib): `"deflate"`
  2173. * `...` indicates method-specific arguments. Currently defined arguments are:
  2174. * Deflate: `level` - Compression level, `0`-`9` or `nil`.
  2175. * `minetest.decompress(compressed_data, method, ...)`: returns data
  2176. * Decompress a string of data (using ZLib).
  2177. * See documentation on `minetest.compress()` for supported compression methods.
  2178. * currently supported.
  2179. * `...` indicates method-specific arguments. Currently, no methods use this.
  2180. * `minetest.encode_base64(string)`: returns string encoded in base64
  2181. * Encodes a string in base64.
  2182. * `minetest.decode_base64(string)`: returns string
  2183. * Decodes a string encoded in base64.
  2184. * `minetest.is_protected(pos, name)`: returns boolean
  2185. * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
  2186. actions, defineable by mods, due to some mod-defined ownership-like concept.
  2187. Returns false or nil, if the player is allowed to do such actions.
  2188. * This function should be overridden by protection mods and should be used to
  2189. check if a player can interact at a position.
  2190. * This function should call the old version of itself if the position is not
  2191. protected by the mod.
  2192. * Example:
  2193. local old_is_protected = minetest.is_protected
  2194. function minetest.is_protected(pos, name)
  2195. if mymod:position_protected_from(pos, name) then
  2196. return true
  2197. end
  2198. return old_is_protected(pos, name)
  2199. end
  2200. * `minetest.record_protection_violation(pos, name)`
  2201. * This function calls functions registered with
  2202. `minetest.register_on_protection_violation`.
  2203. * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
  2204. * Attempt to predict the desired orientation of the facedir-capable node
  2205. defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
  2206. hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
  2207. field is false or omitted (else, the itemstack is not changed). `orient_flags`
  2208. is an optional table containing extra tweaks to the placement code:
  2209. * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
  2210. orientation on the wall.
  2211. * `force_wall` : if `true`, always place the node in wall orientation.
  2212. * `force_ceiling`: if `true`, always place on the ceiling.
  2213. * `force_floor`: if `true`, always place the node on the floor.
  2214. * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
  2215. the floor or ceiling
  2216. * The first four options are mutually-exclusive; the last in the list takes
  2217. precedence over the first.
  2218. * `minetest.rotate_node(itemstack, placer, pointed_thing)`
  2219. * calls `rotate_and_place()` with infinitestacks set according to the state of
  2220. the creative mode setting, and checks for "sneak" to set the `invert_wall`
  2221. parameter.
  2222. * `minetest.forceload_block(pos[, transient])`
  2223. * forceloads the position `pos`.
  2224. * returns `true` if area could be forceloaded
  2225. * If `transient` is `false` or absent, the forceload will be persistent
  2226. (saved between server runs). If `true`, the forceload will be transient
  2227. (not saved between server runs).
  2228. * `minetest.forceload_free_block(pos[, transient])`
  2229. * stops forceloading the position `pos`
  2230. * If `transient` is `false` or absent, frees a persistent forceload.
  2231. If `true`, frees a transient forceload.
  2232. * `minetest.request_insecure_environment()`: returns an environment containing
  2233. insecure functions if the calling mod has been listed as trusted in the
  2234. `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
  2235. * Only works at init time and must be called from the mod's main scope (not from a function).
  2236. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
  2237. A LOCAL VARIABLE!**
  2238. * `minetest.global_exists(name)`
  2239. * Checks if a global variable has been set, without triggering a warning.
  2240. ### Global objects
  2241. * `minetest.env`: `EnvRef` of the server environment and world.
  2242. * Any function in the minetest namespace can be called using the syntax
  2243. `minetest.env:somefunction(somearguments)`
  2244. instead of `minetest.somefunction(somearguments)`
  2245. * Deprecated, but support is not to be dropped soon
  2246. ### Global tables
  2247. * `minetest.registered_items`
  2248. * Map of registered items, indexed by name
  2249. * `minetest.registered_nodes`
  2250. * Map of registered node definitions, indexed by name
  2251. * `minetest.registered_craftitems`
  2252. * Map of registered craft item definitions, indexed by name
  2253. * `minetest.registered_tools`
  2254. * Map of registered tool definitions, indexed by name
  2255. * `minetest.registered_entities`
  2256. * Map of registered entity prototypes, indexed by name
  2257. * `minetest.object_refs`
  2258. * Map of object references, indexed by active object id
  2259. * `minetest.luaentities`
  2260. * Map of Lua entities, indexed by active object id
  2261. * `minetest.registered_ores`
  2262. * List of registered ore definitions.
  2263. * `minetest.registered_biomes`
  2264. * List of registered biome definitions.
  2265. * `minetest.registered_decorations`
  2266. * List of registered decoration definitions.
  2267. Class reference
  2268. ---------------
  2269. ### `NodeMetaRef`
  2270. Node metadata: reference extra data and functionality stored in a node.
  2271. Can be gotten via `minetest.get_meta(pos)`.
  2272. #### Methods
  2273. * `set_string(name, value)`
  2274. * `get_string(name)`
  2275. * `set_int(name, value)`
  2276. * `get_int(name)`
  2277. * `set_float(name, value)`
  2278. * `get_float(name)`
  2279. * `get_inventory()`: returns `InvRef`
  2280. * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
  2281. * `from_table(nil or {})`
  2282. * to clear metadata, use from_table(nil)
  2283. * See "Node Metadata"
  2284. ### `NodeTimerRef`
  2285. Node Timers: a high resolution persistent per-node timer.
  2286. Can be gotten via `minetest.get_node_timer(pos)`.
  2287. #### Methods
  2288. * `set(timeout,elapsed)`
  2289. * set a timer's state
  2290. * `timeout` is in seconds, and supports fractional values (0.1 etc)
  2291. * `elapsed` is in seconds, and supports fractional values (0.1 etc)
  2292. * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
  2293. * `start(timeout)`
  2294. * start a timer
  2295. * equivalent to `set(timeout,0)`
  2296. * `stop()`
  2297. * stops the timer
  2298. * `get_timeout()`: returns current timeout in seconds
  2299. * if `timeout` equals `0`, timer is inactive
  2300. * `get_elapsed()`: returns current elapsed time in seconds
  2301. * the node's `on_timer` function will be called after `timeout`-elapsed seconds
  2302. * `is_started()`: returns boolean state of timer
  2303. * returns `true` if timer is started, otherwise `false`
  2304. ### `ObjectRef`
  2305. Moving things in the game are generally these.
  2306. This is basically a reference to a C++ `ServerActiveObject`
  2307. #### Methods
  2308. * `remove()`: remove object (after returning from Lua)
  2309. * Note: Doesn't work on players, use minetest.kick_player instead
  2310. * `getpos()`: returns `{x=num, y=num, z=num}`
  2311. * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
  2312. * `moveto(pos, continuous=false)`: interpolated move
  2313. * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
  2314. * `puncher` = another `ObjectRef`,
  2315. * `time_from_last_punch` = time since last punch action of the puncher
  2316. * `direction`: can be `nil`
  2317. * `right_click(clicker)`; `clicker` is another `ObjectRef`
  2318. * `get_hp()`: returns number of hitpoints (2 * number of hearts)
  2319. * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
  2320. * `get_inventory()`: returns an `InvRef`
  2321. * `get_wield_list()`: returns the name of the inventory list the wielded item is in
  2322. * `get_wield_index()`: returns the index of the wielded item
  2323. * `get_wielded_item()`: returns an `ItemStack`
  2324. * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
  2325. * `set_armor_groups({group1=rating, group2=rating, ...})`
  2326. * `get_armor_groups()`: returns a table with the armor group ratings
  2327. * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
  2328. * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
  2329. * `set_attach(parent, bone, position, rotation)`
  2330. * `bone`: string
  2331. * `position`: `{x=num, y=num, z=num}` (relative)
  2332. * `rotation`: `{x=num, y=num, z=num}`
  2333. * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
  2334. * `set_detach()`
  2335. * `set_bone_position(bone, position, rotation)`
  2336. * `bone`: string
  2337. * `position`: `{x=num, y=num, z=num}` (relative)
  2338. * `rotation`: `{x=num, y=num, z=num}`
  2339. * `get_bone_position(bone)`: returns position and rotation of the bone
  2340. * `set_properties(object property table)`
  2341. * `get_properties()`: returns object property table
  2342. * `is_player()`: returns true for players, false otherwise
  2343. * `get_nametag_attributes()`
  2344. * returns a table with the attributes of the nametag of an object
  2345. * {
  2346. color = {a=0..255, r=0..255, g=0..255, b=0..255},
  2347. text = "",
  2348. }
  2349. * `set_nametag_attributes(attributes)`
  2350. * sets the attributes of the nametag of an object
  2351. * `attributes`:
  2352. {
  2353. color = ColorSpec,
  2354. text = "My Nametag",
  2355. }
  2356. ##### LuaEntitySAO-only (no-op for other objects)
  2357. * `setvelocity({x=num, y=num, z=num})`
  2358. * `getvelocity()`: returns `{x=num, y=num, z=num}`
  2359. * `setacceleration({x=num, y=num, z=num})`
  2360. * `getacceleration()`: returns `{x=num, y=num, z=num}`
  2361. * `setyaw(radians)`
  2362. * `getyaw()`: returns number in radians
  2363. * `settexturemod(mod)`
  2364. * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
  2365. select_horiz_by_yawpitch=false)`
  2366. * Select sprite from spritesheet with optional animation and DM-style
  2367. texture selection based on yaw relative to camera
  2368. * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
  2369. * `get_luaentity()`
  2370. ##### Player-only (no-op for other objects)
  2371. * `get_player_name()`: returns `""` if is not a player
  2372. * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
  2373. table {x, y, z} representing the player's instantaneous velocity in nodes/s
  2374. * `get_look_dir()`: get camera direction as a unit vector
  2375. * `get_look_vertical()`: pitch in radians
  2376. * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
  2377. * `get_look_horizontal()`: yaw in radians
  2378. * Angle is counter-clockwise from the +z direction.
  2379. * `set_look_vertical(radians)`: sets look pitch
  2380. * radians - Angle from looking forward, where positive is downwards.
  2381. * `set_look_horizontal(radians)`: sets look yaw
  2382. * radians - Angle from the +z direction, where positive is counter-clockwise.
  2383. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
  2384. * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
  2385. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
  2386. * Angle is counter-clockwise from the +x direction.
  2387. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
  2388. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
  2389. * `get_breath()`: returns players breath
  2390. * `set_breath(value)`: sets players breath
  2391. * values:
  2392. * `0`: player is drowning,
  2393. * `1`-`10`: remaining number of bubbles
  2394. * `11`: bubbles bar is not shown
  2395. * `set_inventory_formspec(formspec)`
  2396. * Redefine player's inventory form
  2397. * Should usually be called in on_joinplayer
  2398. * `get_inventory_formspec()`: returns a formspec string
  2399. * `get_player_control()`: returns table with player pressed keys
  2400. * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
  2401. * `get_player_control_bits()`: returns integer with bit packed player pressed keys
  2402. * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
  2403. * `set_physics_override(override_table)`
  2404. * `override_table` is a table with the following fields:
  2405. * `speed`: multiplier to default walking speed value (default: `1`)
  2406. * `jump`: multiplier to default jump value (default: `1`)
  2407. * `gravity`: multiplier to default gravity value (default: `1`)
  2408. * `sneak`: whether player can sneak (default: `true`)
  2409. * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
  2410. * `get_physics_override()`: returns the table given to set_physics_override
  2411. * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
  2412. number on success
  2413. * `hud_remove(id)`: remove the HUD element of the specified id
  2414. * `hud_change(id, stat, value)`: change a value of a previously added HUD element
  2415. * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
  2416. * `hud_get(id)`: gets the HUD element definition structure of the specified ID
  2417. * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
  2418. * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
  2419. * pass a table containing a `true`/`false` value of each flag to be set or unset
  2420. * if a flag equals `nil`, the flag is not modified
  2421. * note that setting `minimap` modifies the client's permission to view the minimap -
  2422. * the client may locally elect to not view the minimap
  2423. * `hud_get_flags()`: returns a table containing status of hud flags
  2424. * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
  2425. * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
  2426. * `count`: number of items, must be between `1` and `23`
  2427. * `hud_get_hotbar_itemcount`: returns number of visible items
  2428. * `hud_set_hotbar_image(texturename)`
  2429. * sets background image for hotbar
  2430. * `hud_get_hotbar_image`: returns texturename
  2431. * `hud_set_hotbar_selected_image(texturename)`
  2432. * sets image for selected item of hotbar
  2433. * `hud_get_hotbar_selected_image`: returns texturename
  2434. * `set_sky(bgcolor, type, {texture names})`
  2435. * `bgcolor`: ColorSpec, defaults to white
  2436. * Available types:
  2437. * `"regular"`: Uses 0 textures, `bgcolor` ignored
  2438. * `"skybox"`: Uses 6 textures, `bgcolor` used
  2439. * `"plain"`: Uses 0 textures, `bgcolor` used
  2440. * `get_sky()`: returns bgcolor, type and a table with the textures
  2441. * `override_day_night_ratio(ratio or nil)`
  2442. * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
  2443. * `nil`: Disables override, defaulting to sunlight based on day-night cycle
  2444. * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
  2445. * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
  2446. set animation for player model in third person view
  2447. set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
  2448. {x=168, y=187}, -- < walk animation key frames
  2449. {x=189, y=198}, -- < dig animation key frames
  2450. {x=200, y=219}, -- < walk+dig animation key frames
  2451. frame_speed=30): -- < animation frame speed
  2452. * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
  2453. * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
  2454. * in first person view
  2455. * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
  2456. * `get_eye_offset()`: returns offset_first and offset_third
  2457. ### `InvRef`
  2458. An `InvRef` is a reference to an inventory.
  2459. #### Methods
  2460. * `is_empty(listname)`: return `true` if list is empty
  2461. * `get_size(listname)`: get size of a list
  2462. * `set_size(listname, size)`: set size of a list
  2463. * returns `false` on error (e.g. invalid `listname` or `size`)
  2464. * `get_width(listname)`: get width of a list
  2465. * `set_width(listname, width)`: set width of list; currently used for crafting
  2466. * `get_stack(listname, i)`: get a copy of stack index `i` in list
  2467. * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
  2468. * `get_list(listname)`: return full list
  2469. * `set_list(listname, list)`: set full list (size will not change)
  2470. * `get_lists()`: returns list of inventory lists
  2471. * `set_lists(lists)`: sets inventory lists (size will not change)
  2472. * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
  2473. * `room_for_item(listname, stack):` returns `true` if the stack of items
  2474. can be fully added to the list
  2475. * `contains_item(listname, stack)`: returns `true` if the stack of items
  2476. can be fully taken from the list
  2477. * `remove_item(listname, stack)`: take as many items as specified from the list,
  2478. returns the items that were actually removed (as an `ItemStack`) -- note that
  2479. any item metadata is ignored, so attempting to remove a specific unique
  2480. item this way will likely remove the wrong one -- to do that use `set_stack`
  2481. with an empty `ItemStack`
  2482. * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
  2483. * returns `{type="undefined"}` in case location is not known
  2484. ### `AreaStore`
  2485. A fast access data structure to store areas, and find areas near a given position or area.
  2486. Every area has a `data` string attribute to store additional information.
  2487. You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
  2488. If you chose the parameter-less constructor, a fast implementation will be automatically
  2489. chosen for you.
  2490. #### Methods
  2491. * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
  2492. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  2493. Returns nil if specified area id does not exist.
  2494. * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
  2495. the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
  2496. what's copied.
  2497. * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
  2498. returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
  2499. If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
  2500. (optional) Boolean values `include_borders` and `include_data` control what's copied.
  2501. * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
  2502. or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
  2503. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
  2504. it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
  2505. or insertions are likely to fail due to conflicts.
  2506. * `reserve(count)`: reserves resources for at most `count` many contained areas.
  2507. Only needed for efficiency, and only some implementations profit.
  2508. * `remove_area(id)`: removes the area with the given id from the store, returns success.
  2509. * `set_cache_params(params)`: sets params for the included prefiltering cache.
  2510. Calling invalidates the cache, so that its elements have to be newly generated.
  2511. * `params`:
  2512. {
  2513. enabled = boolean, -- whether to enable, default true
  2514. block_radius = number, -- the radius (in nodes) of the areas the cache generates
  2515. prefiltered lists for, minimum 16, default 64
  2516. limit = number, -- the cache's size, minimum 20, default 1000
  2517. }
  2518. * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
  2519. * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
  2520. * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
  2521. Returns success and, optionally, an error message.
  2522. * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
  2523. ### `ItemStack`
  2524. An `ItemStack` is a stack of items.
  2525. It can be created via `ItemStack(x)`, where x is an `ItemStack`,
  2526. an itemstring, a table or `nil`.
  2527. #### Methods
  2528. * `is_empty()`: Returns `true` if stack is empty.
  2529. * `get_name()`: Returns item name (e.g. `"default:stone"`).
  2530. * `set_name(item_name)`: Returns boolean whether item was cleared
  2531. * `get_count()`: Returns number of items on the stack.
  2532. * `set_count(count)`: Returns boolean whether item was cleared
  2533. * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
  2534. * `set_wear(wear)`: Returns boolean whether item was cleared
  2535. * `get_metadata()`: Returns metadata (a string attached to an item stack).
  2536. * `set_metadata(metadata)`: Returns true.
  2537. * `clear()`: removes all items from the stack, making it empty.
  2538. * `replace(item)`: replace the contents of this stack.
  2539. * `item` can also be an itemstring or table.
  2540. * `to_string()`: Returns the stack in itemstring form.
  2541. * `to_table()`: Returns the stack in Lua table form.
  2542. * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
  2543. * `get_free_space()`: Returns `get_stack_max() - get_count()`.
  2544. * `is_known()`: Returns `true` if the item name refers to a defined item type.
  2545. * `get_definition()`: Returns the item definition table.
  2546. * `get_tool_capabilities()`: Returns the digging properties of the item,
  2547. or those of the hand if none are defined for this item type
  2548. * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
  2549. * `add_item(item)`: Put some item or stack onto this stack.
  2550. Returns leftover `ItemStack`.
  2551. * `item_fits(item)`: Returns `true` if item or stack can be fully added to
  2552. this one.
  2553. * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
  2554. Returns taken `ItemStack`.
  2555. * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
  2556. Returns taken `ItemStack`.
  2557. ### `PseudoRandom`
  2558. A 16-bit pseudorandom number generator.
  2559. Uses a well-known LCG algorithm introduced by K&R.
  2560. It can be created via `PseudoRandom(seed)`.
  2561. #### Methods
  2562. * `next()`: return next integer random number [`0`...`32767`]
  2563. * `next(min, max)`: return next integer random number [`min`...`max`]
  2564. * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
  2565. due to the simple implementation making bad distribution otherwise.
  2566. ### `PcgRandom`
  2567. A 32-bit pseudorandom number generator.
  2568. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
  2569. It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
  2570. #### Methods
  2571. * `next()`: return next integer random number [`-2147483648`...`2147483647`]
  2572. * `next(min, max)`: return next integer random number [`min`...`max`]
  2573. * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
  2574. * This is only a rough approximation of a normal distribution with:
  2575. * mean = (max - min) / 2, and
  2576. * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
  2577. * Increasing num_trials improves accuracy of the approximation
  2578. ### `SecureRandom`
  2579. Interface for the operating system's crypto-secure PRNG.
  2580. It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
  2581. be found on the system.
  2582. #### Methods
  2583. * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
  2584. ### `PerlinNoise`
  2585. A perlin noise generator.
  2586. It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
  2587. or `PerlinNoise(noiseparams)`.
  2588. Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
  2589. or `minetest.get_perlin(noiseparams)`.
  2590. #### Methods
  2591. * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
  2592. * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
  2593. ### `PerlinNoiseMap`
  2594. A fast, bulk perlin noise generator.
  2595. It can be created via `PerlinNoiseMap(noiseparams, size)` or
  2596. `minetest.get_perlin_map(noiseparams, size)`.
  2597. Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
  2598. for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
  2599. `nil` is returned).
  2600. For each of the functions with an optional `buffer` parameter: If `buffer` is not
  2601. nil, this table will be used to store the result instead of creating a new table.
  2602. #### Methods
  2603. * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
  2604. with values starting at `pos={x=,y=}`
  2605. * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
  2606. of 3D noise with values starting at `pos={x=,y=,z=}`
  2607. * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
  2608. with values starting at `pos={x=,y=}`
  2609. * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
  2610. * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
  2611. * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
  2612. * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
  2613. most recently computed noise results. The result slice begins at coordinates `slice_offset` and
  2614. takes a chunk of `slice_size`.
  2615. E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
  2616. `noisevals = noise:getMapSlice({y=20}, {y=2})`
  2617. It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
  2618. the starting position of the most recently calculated noise.
  2619. To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
  2620. `noise:calc3dMap({x=1000, y=1000, z=1000})`
  2621. `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
  2622. ### `VoxelManip`
  2623. #### About VoxelManip
  2624. VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
  2625. this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
  2626. map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
  2627. to with other methods of setting nodes. For example, nodes will not have their construction and
  2628. destruction callbacks run, and no rollback information is logged.
  2629. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
  2630. If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
  2631. of high level node placement features, perhaps minetest.set_node() is better suited for the job.
  2632. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
  2633. VoxelManip is most effective when setting very large areas of map at once - for example, if only
  2634. setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
  2635. using both methods of map manipulation to determine which is most appropriate for your usage.
  2636. #### Using VoxelManip
  2637. A VoxelManip object can be created any time using either:
  2638. `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
  2639. If the optional position parameters are present for either of these routines, the specified region
  2640. will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
  2641. manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
  2642. Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
  2643. positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
  2644. the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
  2645. coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
  2646. Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
  2647. using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
  2648. MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
  2649. Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
  2650. `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
  2651. `VoxelManip:get_light_data()` for node light levels, and
  2652. `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
  2653. See section 'Flat array format' for more details.
  2654. It is very important to understand that the tables returned by any of the above three functions
  2655. represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
  2656. data will *not* magically update itself if another function modifies the internal VoxelManip state.
  2657. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
  2658. otherwise explicitly stated.
  2659. Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
  2660. `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
  2661. `VoxelManip:set_light_data()` for node light levels, and
  2662. `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
  2663. The parameter to each of the above three functions can use any table at all in the same flat array
  2664. format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
  2665. Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
  2666. to the map by calling `VoxelManip:write_to_map()`.
  2667. Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
  2668. as being modified so that connected clients are sent the updated parts of map.
  2669. ##### Flat array format
  2670. Let
  2671. `Nx = p2.X - p1.X + 1`,
  2672. `Ny = p2.Y - p1.Y + 1`, and
  2673. `Nz = p2.Z - p1.Z + 1`.
  2674. Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
  2675. the expression `Nx * Ny * Nz`.
  2676. Positions offset from p1 are present in the array with the format of:
  2677. ```
  2678. [
  2679. (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
  2680. (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
  2681. ...
  2682. (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
  2683. (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
  2684. ...
  2685. (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
  2686. ...
  2687. (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
  2688. ]
  2689. ```
  2690. and the array index for a position p contained completely in p1..p2 is:
  2691. `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
  2692. Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
  2693. VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
  2694. for a single point in a flat VoxelManip array.
  2695. ##### Content IDs
  2696. A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
  2697. in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
  2698. `minetest.get_content_id()` to look up the Content ID for the specified node name, and
  2699. `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
  2700. After registration of a node, its Content ID will remain the same throughout execution of the mod.
  2701. Note that the node being queried needs to have already been been registered.
  2702. The following builtin node types have their Content IDs defined as constants:
  2703. ```
  2704. core.CONTENT_UNKNOWN (ID for "unknown" nodes)
  2705. core.CONTENT_AIR (ID for "air" nodes)
  2706. core.CONTENT_IGNORE (ID for "ignore" nodes)
  2707. ```
  2708. ##### Mapgen VoxelManip objects
  2709. Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
  2710. core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
  2711. but with a few differences:
  2712. * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
  2713. * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
  2714. to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
  2715. * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
  2716. non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
  2717. each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
  2718. consistency with the current map state. For this reason, calling any of the following functions:
  2719. `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
  2720. will also update the Mapgen VoxelManip object's internal state active on the current thread.
  2721. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
  2722. information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
  2723. * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
  2724. automatically after all on_generated callbacks have been run for that generated block.
  2725. ##### Other API functions operating on a VoxelManip
  2726. If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
  2727. for these liquid nodes to begin flowing. It is recommended to call this function only after having
  2728. written all buffered data back to the VoxelManip object, save for special situations where the modder
  2729. desires to only have certain liquid nodes begin flowing.
  2730. The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
  2731. registered decorations and ores throughout the full area inside of the specified VoxelManip object.
  2732. `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
  2733. except instead of placing the specified schematic directly on the map at the specified position, it
  2734. will place the schematic inside of the VoxelManip.
  2735. ##### Notes
  2736. * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
  2737. array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
  2738. `VoxelManip:get_node_at()`.
  2739. * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
  2740. filled with "ignore" nodes.
  2741. * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
  2742. object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
  2743. updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
  2744. object in the same callback it had been created.
  2745. * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
  2746. a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
  2747. buffer the function can use to write map data to instead of returning a new table each call. This
  2748. greatly enhances performance by avoiding unnecessary memory allocations.
  2749. #### Methods
  2750. * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
  2751. the region formed by `p1` and `p2`.
  2752. * returns actual emerged `pmin`, actual emerged `pmax`
  2753. * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
  2754. * **important**: data must be set using `VoxelManip:set_data()` before calling this
  2755. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
  2756. the `VoxelManip` at that position
  2757. * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
  2758. * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
  2759. * returns raw node data in the form of an array of node content IDs
  2760. * if the param `buffer` is present, this table will be used to store the result instead
  2761. * `set_data(data)`: Sets the data contents of the `VoxelManip` object
  2762. * `update_map()`: Update map after writing chunk back to map.
  2763. * To be used only by `VoxelManip` objects created by the mod itself;
  2764. not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
  2765. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
  2766. * `light` is a table, `{day=<0...15>, night=<0...15>}`
  2767. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  2768. * (`p1`, `p2`) is the area in which lighting is set;
  2769. defaults to the whole area if left out
  2770. * `get_light_data()`: Gets the light data read into the `VoxelManip` object
  2771. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
  2772. * Each value is the bitwise combination of day and night light values (`0` to `15` each)
  2773. * `light = day + (night * 16)`
  2774. * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
  2775. in the `VoxelManip`
  2776. * expects lighting data in the same format that `get_light_data()` returns
  2777. * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
  2778. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
  2779. * If the param `buffer` is present, this table will be used to store the result instead
  2780. * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
  2781. * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
  2782. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
  2783. * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
  2784. if left out or nil
  2785. * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
  2786. mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
  2787. * `update_liquids()`: Update liquid flow
  2788. * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
  2789. had been modified since the last read from map, due to a call to
  2790. `minetest.set_data()` on the loaded area elsewhere
  2791. * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
  2792. ### `VoxelArea`
  2793. A helper class for voxel areas.
  2794. It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
  2795. The coordinates are *inclusive*, like most other things in Minetest.
  2796. #### Methods
  2797. * `getExtent()`: returns a 3D vector containing the size of the area formed by
  2798. `MinEdge` and `MaxEdge`
  2799. * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
  2800. * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
  2801. * useful for things like `VoxelManip`, raw Schematic specifiers,
  2802. `PerlinNoiseMap:get2d`/`3dMap`, and so on
  2803. * `indexp(p)`: same as above, except takes a vector
  2804. * `position(i)`: returns the absolute position vector corresponding to index `i`
  2805. * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
  2806. * `containsp(p)`: same as above, except takes a vector
  2807. * `containsi(i)`: same as above, except takes an index `i`
  2808. * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
  2809. * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
  2810. * `iterp(minp, maxp)`: same as above, except takes a vector
  2811. ### `Settings`
  2812. An interface to read config files in the format of `minetest.conf`.
  2813. It can be created via `Settings(filename)`.
  2814. #### Methods
  2815. * `get(key)`: returns a value
  2816. * `get_bool(key)`: returns a boolean
  2817. * `set(key, value)`
  2818. * `remove(key)`: returns a boolean (`true` for success)
  2819. * `get_names()`: returns `{key1,...}`
  2820. * `write()`: returns a boolean (`true` for success)
  2821. * write changes to file
  2822. * `to_table()`: returns `{[key1]=value1,...}`
  2823. Mapgen objects
  2824. --------------
  2825. A mapgen object is a construct used in map generation. Mapgen objects can be used
  2826. by an `on_generate` callback to speed up operations by avoiding unnecessary
  2827. recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
  2828. function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
  2829. was called outside of an `on_generate()` callback, `nil` is returned.
  2830. The following Mapgen objects are currently available:
  2831. ### `voxelmanip`
  2832. This returns three values; the `VoxelManip` object to be used, minimum and maximum
  2833. emerged position, in that order. All mapgens support this object.
  2834. ### `heightmap`
  2835. Returns an array containing the y coordinates of the ground levels of nodes in
  2836. the most recently generated chunk by the current mapgen.
  2837. ### `biomemap`
  2838. Returns an array containing the biome IDs of nodes in the most recently
  2839. generated chunk by the current mapgen.
  2840. ### `heatmap`
  2841. Returns an array containing the temperature values of nodes in the most
  2842. recently generated chunk by the current mapgen.
  2843. ### `humiditymap`
  2844. Returns an array containing the humidity values of nodes in the most recently
  2845. generated chunk by the current mapgen.
  2846. ### `gennotify`
  2847. Returns a table mapping requested generation notification types to arrays of
  2848. positions at which the corresponding generated structures are located at within
  2849. the current chunk. To set the capture of positions of interest to be recorded
  2850. on generate, use `minetest.set_gen_notify()`.
  2851. Possible fields of the table returned are:
  2852. * `dungeon`
  2853. * `temple`
  2854. * `cave_begin`
  2855. * `cave_end`
  2856. * `large_cave_begin`
  2857. * `large_cave_end`
  2858. * `decoration`
  2859. Decorations have a key in the format of `"decoration#id"`, where `id` is the
  2860. numeric unique decoration ID.
  2861. Registered entities
  2862. -------------------
  2863. * Functions receive a "luaentity" as `self`:
  2864. * It has the member `.name`, which is the registered name `("mod:thing")`
  2865. * It has the member `.object`, which is an `ObjectRef` pointing to the object
  2866. * The original prototype stuff is visible directly via a metatable
  2867. * Callbacks:
  2868. * `on_activate(self, staticdata, dtime_s)`
  2869. * Called when the object is instantiated.
  2870. * `dtime_s` is the time passed since the object was unloaded, which can
  2871. be used for updating the entity state.
  2872. * `on_step(self, dtime)`
  2873. * Called on every server tick, after movement and collision processing.
  2874. `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
  2875. `in minetest.conf`.
  2876. * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
  2877. * Called when somebody punches the object.
  2878. * Note that you probably want to handle most punches using the
  2879. automatic armor group system.
  2880. * `puncher`: an `ObjectRef` (can be `nil`)
  2881. * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
  2882. * `tool_capabilities`: capability table of used tool (can be `nil`)
  2883. * `dir`: unit vector of direction of punch. Always defined. Points from
  2884. the puncher to the punched.
  2885. * `on_rightclick(self, clicker)`
  2886. * `get_staticdata(self)`
  2887. * Should return a string that will be passed to `on_activate` when
  2888. the object is instantiated the next time.
  2889. L-system trees
  2890. --------------
  2891. **Warning**
  2892. L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
  2893. Often these bugs appear as subtle shadows in water.
  2894. ### Tree definition
  2895. treedef={
  2896. axiom, --string initial tree axiom
  2897. rules_a, --string rules set A
  2898. rules_b, --string rules set B
  2899. rules_c, --string rules set C
  2900. rules_d, --string rules set D
  2901. trunk, --string trunk node name
  2902. leaves, --string leaves node name
  2903. leaves2, --string secondary leaves node name
  2904. leaves2_chance,--num chance (0-100) to replace leaves with leaves2
  2905. angle, --num angle in deg
  2906. iterations, --num max # of iterations, usually 2 -5
  2907. random_level, --num factor to lower nr of iterations, usually 0 - 3
  2908. trunk_type, --string single/double/crossed) type of trunk: 1 node,
  2909. -- 2x2 nodes or 3x3 in cross shape
  2910. thin_branches, --boolean true -> use thin (1 node) branches
  2911. fruit, --string fruit node name
  2912. fruit_chance, --num chance (0-100) to replace leaves with fruit node
  2913. seed, --num random seed; if no seed is provided, the engine will create one
  2914. }
  2915. ### Key for Special L-System Symbols used in Axioms
  2916. * `G`: move forward one unit with the pen up
  2917. * `F`: move forward one unit with the pen down drawing trunks and branches
  2918. * `f`: move forward one unit with the pen down drawing leaves (100% chance)
  2919. * `T`: move forward one unit with the pen down drawing trunks only
  2920. * `R`: move forward one unit with the pen down placing fruit
  2921. * `A`: replace with rules set A
  2922. * `B`: replace with rules set B
  2923. * `C`: replace with rules set C
  2924. * `D`: replace with rules set D
  2925. * `a`: replace with rules set A, chance 90%
  2926. * `b`: replace with rules set B, chance 80%
  2927. * `c`: replace with rules set C, chance 70%
  2928. * `d`: replace with rules set D, chance 60%
  2929. * `+`: yaw the turtle right by `angle` parameter
  2930. * `-`: yaw the turtle left by `angle` parameter
  2931. * `&`: pitch the turtle down by `angle` parameter
  2932. * `^`: pitch the turtle up by `angle` parameter
  2933. * `/`: roll the turtle to the right by `angle` parameter
  2934. * `*`: roll the turtle to the left by `angle` parameter
  2935. * `[`: save in stack current state info
  2936. * `]`: recover from stack state info
  2937. ### Example
  2938. Spawn a small apple tree:
  2939. pos = {x=230,y=20,z=4}
  2940. apple_tree={
  2941. axiom="FFFFFAFFBF",
  2942. rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
  2943. rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
  2944. trunk="default:tree",
  2945. leaves="default:leaves",
  2946. angle=30,
  2947. iterations=2,
  2948. random_level=0,
  2949. trunk_type="single",
  2950. thin_branches=true,
  2951. fruit_chance=10,
  2952. fruit="default:apple"
  2953. }
  2954. minetest.spawn_tree(pos,apple_tree)
  2955. Definition tables
  2956. -----------------
  2957. ### Object Properties
  2958. {
  2959. hp_max = 1,
  2960. physical = true,
  2961. collide_with_objects = true, -- collide with other objects if physical=true
  2962. weight = 5,
  2963. collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
  2964. visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
  2965. visual_size = {x=1, y=1},
  2966. mesh = "model",
  2967. textures = {}, -- number of required textures depends on visual
  2968. colors = {}, -- number of required colors depends on visual
  2969. spritediv = {x=1, y=1},
  2970. initial_sprite_basepos = {x=0, y=0},
  2971. is_visible = true,
  2972. makes_footstep_sound = false,
  2973. automatic_rotate = false,
  2974. stepheight = 0,
  2975. automatic_face_movement_dir = 0.0,
  2976. -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
  2977. automatic_face_movement_max_rotation_per_sec = -1,
  2978. -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
  2979. backface_culling = true, -- false to disable backface_culling for model
  2980. nametag = "", -- by default empty, for players their name is shown if empty
  2981. nametag_color = <color>, -- sets color of nametag as ColorSpec
  2982. infotext = "", -- by default empty, text to be shown when pointed at object
  2983. }
  2984. ### Entity definition (`register_entity`)
  2985. {
  2986. -- Deprecated: Everything in object properties is read directly from here
  2987. initial_properties = --[[<initial object properties>]],
  2988. on_activate = function(self, staticdata, dtime_s),
  2989. on_step = function(self, dtime),
  2990. on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
  2991. on_rightclick = function(self, clicker),
  2992. get_staticdata = function(self),
  2993. -- ^ Called sometimes; the string returned is passed to on_activate when
  2994. -- the entity is re-activated from static state
  2995. -- Also you can define arbitrary member variables here (see item definition for
  2996. -- more info)
  2997. _custom_field = whatever,
  2998. }
  2999. ### ABM (ActiveBlockModifier) definition (`register_abm`)
  3000. {
  3001. label = "Lava cooling",
  3002. -- ^ Descriptive label for profiling purposes (optional).
  3003. -- Definitions with identical labels will be listed as one.
  3004. -- In the following two fields, also group:groupname will work.
  3005. nodenames = {"default:lava_source"},
  3006. neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
  3007. ^ If left out or empty, any neighbor will do ]]
  3008. interval = 1.0, -- Operation interval in seconds
  3009. chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
  3010. catch_up = true, -- If true, catch-up behaviour is enabled --[[
  3011. ^ The chance value is temporarily reduced when returning to
  3012. an area to simulate time lost by the area being unattended.
  3013. ^ Note chance value can often be reduced to 1 ]]
  3014. action = func(pos, node, active_object_count, active_object_count_wider),
  3015. }
  3016. ### LBM (LoadingBlockModifier) definition (`register_lbm`)
  3017. {
  3018. label = "Upgrade legacy doors",
  3019. -- ^ Descriptive label for profiling purposes (optional).
  3020. -- Definitions with identical labels will be listed as one.
  3021. name = "modname:replace_legacy_door",
  3022. nodenames = {"default:lava_source"},
  3023. -- ^ List of node names to trigger the LBM on.
  3024. -- Also non-registered nodes will work.
  3025. -- Groups (as of group:groupname) will work as well.
  3026. run_at_every_load = false,
  3027. -- ^ Whether to run the LBM's action every time a block gets loaded,
  3028. -- and not just for blocks that were saved last time before LBMs were
  3029. -- introduced to the world.
  3030. action = func(pos, node),
  3031. }
  3032. ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
  3033. {
  3034. description = "Steel Axe",
  3035. groups = {}, -- key = name, value = rating; rating = 1..3.
  3036. if rating not applicable, use 1.
  3037. e.g. {wool = 1, fluffy = 3}
  3038. {soil = 2, outerspace = 1, crumbly = 1}
  3039. {bendy = 2, snappy = 1},
  3040. {hard = 1, metal = 1, spikes = 1}
  3041. inventory_image = "default_tool_steelaxe.png",
  3042. wield_image = "",
  3043. wield_scale = {x = 1, y = 1, z = 1},
  3044. stack_max = 99,
  3045. range = 4.0,
  3046. liquids_pointable = false,
  3047. tool_capabilities = {
  3048. full_punch_interval = 1.0,
  3049. max_drop_level = 0,
  3050. groupcaps = {
  3051. -- For example:
  3052. choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
  3053. },
  3054. damage_groups = {groupname = damage},
  3055. },
  3056. node_placement_prediction = nil,
  3057. --[[
  3058. ^ If nil and item is node, prediction is made automatically
  3059. ^ If nil and item is not a node, no prediction is made
  3060. ^ If "" and item is anything, no prediction is made
  3061. ^ Otherwise should be name of node which the client immediately places
  3062. on ground when the player places the item. Server will always update
  3063. actual result to client in a short moment.
  3064. ]]
  3065. sound = {
  3066. breaks = "default_tool_break", -- tools only
  3067. place = --[[<SimpleSoundSpec>]],
  3068. },
  3069. on_place = func(itemstack, placer, pointed_thing),
  3070. --[[
  3071. ^ Shall place item and return the leftover itemstack
  3072. ^ The placer may be any ObjectRef or nil.
  3073. ^ default: minetest.item_place ]]
  3074. on_secondary_use = func(itemstack, user, pointed_thing),
  3075. --[[
  3076. ^ Same as on_place but called when pointing at nothing.
  3077. ^ The user may be any ObjectRef or nil.
  3078. ^ pointed_thing : always { type = "nothing" }
  3079. ]]
  3080. on_drop = func(itemstack, dropper, pos),
  3081. --[[
  3082. ^ Shall drop item and return the leftover itemstack
  3083. ^ The dropper may be any ObjectRef or nil.
  3084. ^ default: minetest.item_drop ]]
  3085. on_use = func(itemstack, user, pointed_thing),
  3086. --[[
  3087. ^ default: nil
  3088. ^ Function must return either nil if no item shall be removed from
  3089. inventory, or an itemstack to replace the original itemstack.
  3090. e.g. itemstack:take_item(); return itemstack
  3091. ^ Otherwise, the function is free to do what it wants.
  3092. ^ The user may be any ObjectRef or nil.
  3093. ^ The default functions handle regular use cases.
  3094. ]]
  3095. after_use = func(itemstack, user, node, digparams),
  3096. --[[
  3097. ^ default: nil
  3098. ^ If defined, should return an itemstack and will be called instead of
  3099. wearing out the tool. If returns nil, does nothing.
  3100. If after_use doesn't exist, it is the same as:
  3101. function(itemstack, user, node, digparams)
  3102. itemstack:add_wear(digparams.wear)
  3103. return itemstack
  3104. end
  3105. ^ The user may be any ObjectRef or nil.
  3106. ]]
  3107. _custom_field = whatever,
  3108. --[[
  3109. ^ Add your own custom fields. By convention, all custom field names
  3110. should start with `_` to avoid naming collisions with future engine
  3111. usage.
  3112. ]]
  3113. }
  3114. ### Tile definition
  3115. * `"image.png"`
  3116. * `{name="image.png", animation={Tile Animation definition}}`
  3117. * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
  3118. tileable_horizontal=bool}`
  3119. * backface culling enabled by default for most nodes
  3120. * tileable flags are info for shaders, how they should treat texture
  3121. when displacement mapping is used
  3122. Directions are from the point of view of the tile texture,
  3123. not the node it's on
  3124. * deprecated, yet still supported field names:
  3125. * `image` (name)
  3126. ### Tile animation definition
  3127. * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
  3128. ### Node definition (`register_node`)
  3129. {
  3130. -- <all fields allowed in item definitions>,
  3131. drawtype = "normal", -- See "Node drawtypes"
  3132. visual_scale = 1.0, --[[
  3133. ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
  3134. ^ For plantlike, the image will start at the bottom of the node; for the
  3135. ^ other drawtypes, the image will be centered on the node.
  3136. ^ Note that positioning for "torchlike" may still change. ]]
  3137. tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
  3138. ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
  3139. ^ List can be shortened to needed length ]]
  3140. special_tiles = {tile definition 1, Tile definition 2}, --[[
  3141. ^ Special textures of node; used rarely (old field name: special_materials)
  3142. ^ List can be shortened to needed length ]]
  3143. alpha = 255,
  3144. use_texture_alpha = false, -- Use texture's alpha channel
  3145. post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
  3146. paramtype = "none", -- See "Nodes" --[[
  3147. ^ paramtype = "light" allows light to propagate from or through the node with light value
  3148. ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
  3149. paramtype2 = "none", -- See "Nodes"
  3150. place_param2 = nil, -- Force value for param2 when player places node
  3151. is_ground_content = true, -- If false, the cave generator will not carve through this
  3152. sunlight_propagates = false, -- If true, sunlight will go infinitely through this
  3153. walkable = true, -- If true, objects collide with node
  3154. pointable = true, -- If true, can be pointed at
  3155. diggable = true, -- If false, can never be dug
  3156. climbable = false, -- If true, can be climbed on (ladder)
  3157. buildable_to = false, -- If true, placed nodes can replace this node
  3158. floodable = false, -- If true, liquids flow into and replace this node
  3159. liquidtype = "none", -- "none"/"source"/"flowing"
  3160. liquid_alternative_flowing = "", -- Flowing version of source liquid
  3161. liquid_alternative_source = "", -- Source version of flowing liquid
  3162. liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
  3163. liquid_renewable = true, --[[
  3164. ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
  3165. leveled = 0, --[[
  3166. ^ Block contains level in param2. Value is default level, used for snow.
  3167. ^ Don't forget to use "leveled" type nodebox. ]]
  3168. liquid_range = 8, -- number of flowing nodes around source (max. 8)
  3169. drowning = 0, -- Player will take this amount of damage if no bubbles are left
  3170. light_source = 0, --[[
  3171. ^ Amount of light emitted by node.
  3172. ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
  3173. ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
  3174. damage_per_second = 0, -- If player is inside node, this damage is caused
  3175. node_box = {type="regular"}, -- See "Node boxes"
  3176. connects_to = nodenames, --[[
  3177. * Used for nodebox nodes with the type == "connected"
  3178. * Specifies to what neighboring nodes connections will be drawn
  3179. * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
  3180. connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
  3181. ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
  3182. mesh = "model",
  3183. selection_box = {type="regular"}, -- See "Node boxes" --[[
  3184. ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
  3185. legacy_facedir_simple = false, -- Support maps made in and before January 2012
  3186. legacy_wallmounted = false, -- Support maps made in and before January 2012
  3187. sounds = {
  3188. footstep = <SimpleSoundSpec>,
  3189. dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
  3190. dug = <SimpleSoundSpec>,
  3191. place = <SimpleSoundSpec>,
  3192. place_failed = <SimpleSoundSpec>,
  3193. },
  3194. drop = "", -- Name of dropped node when dug. Default is the node itself.
  3195. -- Alternatively:
  3196. drop = {
  3197. max_items = 1, -- Maximum number of items to drop.
  3198. items = { -- Choose max_items randomly from this list.
  3199. {
  3200. items = {"foo:bar", "baz:frob"}, -- Items to drop.
  3201. rarity = 1, -- Probability of dropping is 1 / rarity.
  3202. },
  3203. },
  3204. },
  3205. on_construct = func(pos), --[[
  3206. ^ Node constructor; called after adding node
  3207. ^ Can set up metadata and stuff like that
  3208. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  3209. ^ default: nil ]]
  3210. on_destruct = func(pos), --[[
  3211. ^ Node destructor; called before removing node
  3212. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  3213. ^ default: nil ]]
  3214. after_destruct = func(pos, oldnode), --[[
  3215. ^ Node destructor; called after removing node
  3216. ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
  3217. ^ default: nil ]]
  3218. after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
  3219. ^ Called after constructing node when node was placed using
  3220. minetest.item_place_node / minetest.place_node
  3221. ^ If return true no item is taken from itemstack
  3222. ^ default: nil ]]
  3223. after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
  3224. ^ oldmetadata is in table format
  3225. ^ Called after destructing node when node was dug using
  3226. minetest.node_dig / minetest.dig_node
  3227. ^ default: nil ]]
  3228. can_dig = function(pos, [player]) --[[
  3229. ^ returns true if node can be dug, or false if not
  3230. ^ default: nil ]]
  3231. on_punch = func(pos, node, puncher, pointed_thing), --[[
  3232. ^ default: minetest.node_punch
  3233. ^ By default: Calls minetest.register_on_punchnode callbacks ]]
  3234. on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
  3235. ^ default: nil
  3236. ^ if defined, itemstack will hold clicker's wielded item
  3237. ^ Shall return the leftover itemstack
  3238. ^ Note: pointed_thing can be nil, if a mod calls this function ]]
  3239. on_dig = func(pos, node, digger), --[[
  3240. ^ default: minetest.node_dig
  3241. ^ By default: checks privileges, wears out tool and removes node ]]
  3242. on_timer = function(pos,elapsed), --[[
  3243. ^ default: nil
  3244. ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
  3245. ^ elapsed is the total time passed since the timer was started
  3246. ^ return true to run the timer for another cycle with the same timeout value ]]
  3247. on_receive_fields = func(pos, formname, fields, sender), --[[
  3248. ^ fields = {name1 = value1, name2 = value2, ...}
  3249. ^ Called when an UI form (e.g. sign text input) returns data
  3250. ^ default: nil ]]
  3251. allow_metadata_inventory_move = func(pos, from_list, from_index,
  3252. to_list, to_index, count, player), --[[
  3253. ^ Called when a player wants to move items inside the inventory
  3254. ^ Return value: number of items allowed to move ]]
  3255. allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
  3256. ^ Called when a player wants to put something into the inventory
  3257. ^ Return value: number of items allowed to put
  3258. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  3259. allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  3260. ^ Called when a player wants to take something out of the inventory
  3261. ^ Return value: number of items allowed to take
  3262. ^ Return value: -1: Allow and don't modify item count in inventory ]]
  3263. on_metadata_inventory_move = func(pos, from_list, from_index,
  3264. to_list, to_index, count, player),
  3265. on_metadata_inventory_put = func(pos, listname, index, stack, player),
  3266. on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
  3267. ^ Called after the actual action has happened, according to what was allowed.
  3268. ^ No return value ]]
  3269. on_blast = func(pos, intensity), --[[
  3270. ^ intensity: 1.0 = mid range of regular TNT
  3271. ^ If defined, called when an explosion touches the node, instead of
  3272. removing the node ]]
  3273. }
  3274. ### Recipe for `register_craft` (shaped)
  3275. {
  3276. output = 'default:pick_stone',
  3277. recipe = {
  3278. {'default:cobble', 'default:cobble', 'default:cobble'},
  3279. {'', 'default:stick', ''},
  3280. {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
  3281. },
  3282. replacements = --[[<optional list of item pairs,
  3283. replace one input item with another item on crafting>]]
  3284. }
  3285. ### Recipe for `register_craft` (shapeless)
  3286. {
  3287. type = "shapeless",
  3288. output = 'mushrooms:mushroom_stew',
  3289. recipe = {
  3290. "mushrooms:bowl",
  3291. "mushrooms:mushroom_brown",
  3292. "mushrooms:mushroom_red",
  3293. },
  3294. replacements = --[[<optional list of item pairs,
  3295. replace one input item with another item on crafting>]]
  3296. }
  3297. ### Recipe for `register_craft` (tool repair)
  3298. {
  3299. type = "toolrepair",
  3300. additional_wear = -0.02,
  3301. }
  3302. ### Recipe for `register_craft` (cooking)
  3303. {
  3304. type = "cooking",
  3305. output = "default:glass",
  3306. recipe = "default:sand",
  3307. cooktime = 3,
  3308. }
  3309. ### Recipe for `register_craft` (furnace fuel)
  3310. {
  3311. type = "fuel",
  3312. recipe = "default:leaves",
  3313. burntime = 1,
  3314. }
  3315. ### Ore definition (`register_ore`)
  3316. {
  3317. ore_type = "scatter", -- See "Ore types"
  3318. ore = "default:stone_with_coal",
  3319. wherein = "default:stone",
  3320. -- ^ a list of nodenames is supported too
  3321. clust_scarcity = 8*8*8,
  3322. -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
  3323. -- ^ This value should be *MUCH* higher than your intuition might tell you!
  3324. clust_num_ores = 8,
  3325. -- ^ Number of ores in a cluster
  3326. clust_size = 3,
  3327. -- ^ Size of the bounding box of the cluster
  3328. -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
  3329. y_min = -31000,
  3330. y_max = 64,
  3331. flags = "",
  3332. -- ^ Attributes for this ore generation
  3333. noise_threshold = 0.5,
  3334. -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
  3335. noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
  3336. -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
  3337. -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
  3338. random_factor = 1.0,
  3339. -- ^ Multiplier of the randomness contribution to the noise value at any
  3340. -- given point to decide if ore should be placed. Set to 0 for solid veins.
  3341. -- ^ This parameter is only valid for ore_type == "vein".
  3342. biomes = {"desert", "rainforest"}
  3343. -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
  3344. -- ^ and ignored if the Mapgen being used does not support biomes.
  3345. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  3346. }
  3347. ### Biome definition (`register_biome`)
  3348. **Note**
  3349. The Biome API is still in an experimental phase and subject to change.
  3350. {
  3351. name = "tundra",
  3352. node_dust = "default:snow",
  3353. -- ^ Node dropped onto upper surface after all else is generated.
  3354. node_top = "default:dirt_with_snow",
  3355. depth_top = 1,
  3356. -- ^ Node forming surface layer of biome and thickness of this layer.
  3357. node_filler = "default:permafrost",
  3358. depth_filler = 3,
  3359. -- ^ Node forming lower layer of biome and thickness of this layer.
  3360. node_stone = "default:bluestone",
  3361. -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
  3362. node_water_top = "default:ice",
  3363. depth_water_top = 10,
  3364. -- ^ Node forming a surface layer in seawater with the defined thickness.
  3365. node_water = "",
  3366. -- ^ Node that replaces all seawater nodes not in the defined surface layer.
  3367. node_river_water = "default:ice",
  3368. -- ^ Node that replaces river water in mapgens that use default:river_water.
  3369. node_riverbed = "default:gravel",
  3370. depth_riverbed = 2,
  3371. -- ^ Node placed under river water and thickness of this layer.
  3372. y_min = 1,
  3373. y_max = 31000,
  3374. -- ^ Lower and upper limits for biome.
  3375. -- ^ Because biome is not recalculated for every node in a node column
  3376. -- ^ some biome materials can exceed their limits, especially stone.
  3377. -- ^ For each node column in a mapchunk, biome is only recalculated at column
  3378. -- ^ top and at each of these surfaces:
  3379. -- ^ Ground below air, water below air, ground below water.
  3380. -- ^ The selected biome then stays in effect for all nodes below until
  3381. -- ^ column base or the next biome recalculation.
  3382. heat_point = 0,
  3383. humidity_point = 50,
  3384. -- ^ Characteristic average temperature and humidity for the biome.
  3385. -- ^ These values create 'biome points' on a voronoi diagram that has heat
  3386. -- ^ and humidity as axes. The resulting voronoi cells determine which
  3387. -- ^ heat/humidity points belong to which biome, and therefore determine
  3388. -- ^ the area and location of each biome in the world.
  3389. -- ^ The biome points need to be carefully and evenly spaced on the voronoi
  3390. -- ^ diagram to result in roughly equal size biomes.
  3391. -- ^ Heat and humidity have average values of 50, vary mostly between
  3392. -- ^ 0 and 100 but also often exceed these values.
  3393. -- ^ Heat is not in degrees celcius, both values are abstract.
  3394. }
  3395. ### Decoration definition (`register_decoration`)
  3396. {
  3397. deco_type = "simple", -- See "Decoration types"
  3398. place_on = "default:dirt_with_grass",
  3399. -- ^ Node (or list of nodes) that the decoration can be placed on
  3400. sidelen = 8,
  3401. -- ^ Size of divisions made in the chunk being generated.
  3402. -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
  3403. fill_ratio = 0.02,
  3404. -- ^ Ratio of the area to be uniformly filled by the decoration.
  3405. -- ^ Used only if noise_params is not specified.
  3406. noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
  3407. -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
  3408. -- ^ The result of this is multiplied by the 2d area of the division being decorated.
  3409. biomes = {"Oceanside", "Hills", "Plains"},
  3410. -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
  3411. -- ^ and ignored if the Mapgen being used does not support biomes.
  3412. -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
  3413. y_min = -31000
  3414. y_max = 31000
  3415. -- ^ Minimum and maximum `y` positions these decorations can be generated at.
  3416. -- ^ This parameter refers to the `y` position of the decoration base, so
  3417. -- the actual maximum height would be `height_max + size.Y`.
  3418. spawn_by = "default:water",
  3419. -- ^ Node (or list of nodes) that the decoration only spawns next to.
  3420. -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
  3421. -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
  3422. num_spawn_by = 1,
  3423. -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
  3424. -- ^ If absent or -1, decorations occur next to any nodes.
  3425. flags = "liquid_surface, force_placement",
  3426. -- ^ Flags for all decoration types.
  3427. -- ^ "liquid_surface": Instead of placement on the highest solid surface
  3428. -- ^ in a mapchunk column, placement is on the highest liquid surface.
  3429. -- ^ Placement is disabled if solid nodes are found above the liquid surface.
  3430. -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
  3431. ----- Simple-type parameters
  3432. decoration = "default:grass",
  3433. -- ^ The node name used as the decoration.
  3434. -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
  3435. height = 1,
  3436. -- ^ Number of nodes high the decoration is made.
  3437. -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
  3438. height_max = 0,
  3439. -- ^ Number of nodes the decoration can be at maximum.
  3440. -- ^ If absent, the parameter 'height' is used as a constant.
  3441. param2 = 0,
  3442. -- ^ Param2 value of placed decoration node.
  3443. ----- Schematic-type parameters
  3444. schematic = "foobar.mts",
  3445. -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
  3446. -- ^ specified Minetest schematic file.
  3447. -- ^ - OR -, could be the ID of a previously registered schematic
  3448. -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
  3449. -- ^ and an optional table yslice_prob:
  3450. schematic = {
  3451. size = {x=4, y=6, z=4},
  3452. data = {
  3453. {name="default:cobble", param1=255, param2=0},
  3454. {name="default:dirt_with_grass", param1=255, param2=0},
  3455. {name="ignore", param1=255, param2=0},
  3456. {name="air", param1=255, param2=0},
  3457. ...
  3458. },
  3459. yslice_prob = {
  3460. {ypos=2, prob=128},
  3461. {ypos=5, prob=64},
  3462. ...
  3463. },
  3464. },
  3465. -- ^ See 'Schematic specifier' for details.
  3466. replacements = {["oldname"] = "convert_to", ...},
  3467. flags = "place_center_x, place_center_y, place_center_z",
  3468. -- ^ Flags for schematic decorations. See 'Schematic attributes'.
  3469. rotation = "90" -- rotate schematic 90 degrees on placement
  3470. -- ^ Rotation can be "0", "90", "180", "270", or "random".
  3471. }
  3472. ### Chat command definition (`register_chatcommand`)
  3473. {
  3474. params = "<name> <privilege>", -- Short parameter description
  3475. description = "Remove privilege from player", -- Full description
  3476. privs = {privs=true}, -- Require the "privs" privilege to run
  3477. func = function(name, param), -- Called when command is run.
  3478. -- Returns boolean success and text output.
  3479. }
  3480. ### Detached inventory callbacks
  3481. {
  3482. allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  3483. -- ^ Called when a player wants to move items inside the inventory
  3484. -- ^ Return value: number of items allowed to move
  3485. allow_put = func(inv, listname, index, stack, player),
  3486. -- ^ Called when a player wants to put something into the inventory
  3487. -- ^ Return value: number of items allowed to put
  3488. -- ^ Return value: -1: Allow and don't modify item count in inventory
  3489. allow_take = func(inv, listname, index, stack, player),
  3490. -- ^ Called when a player wants to take something out of the inventory
  3491. -- ^ Return value: number of items allowed to take
  3492. -- ^ Return value: -1: Allow and don't modify item count in inventory
  3493. on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
  3494. on_put = func(inv, listname, index, stack, player),
  3495. on_take = func(inv, listname, index, stack, player),
  3496. -- ^ Called after the actual action has happened, according to what was allowed.
  3497. -- ^ No return value
  3498. }
  3499. ### HUD Definition (`hud_add`, `hud_get`)
  3500. {
  3501. hud_elem_type = "image", -- see HUD element types
  3502. -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
  3503. position = {x=0.5, y=0.5},
  3504. -- ^ Left corner position of element
  3505. name = "<name>",
  3506. scale = {x=2, y=2},
  3507. text = "<text>",
  3508. number = 2,
  3509. item = 3,
  3510. -- ^ Selected item in inventory. 0 for no item selected.
  3511. direction = 0,
  3512. -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
  3513. alignment = {x=0, y=0},
  3514. -- ^ See "HUD Element Types"
  3515. offset = {x=0, y=0},
  3516. -- ^ See "HUD Element Types"
  3517. size = { x=100, y=100 },
  3518. -- ^ Size of element in pixels
  3519. }
  3520. ### Particle definition (`add_particle`)
  3521. {
  3522. pos = {x=0, y=0, z=0},
  3523. velocity = {x=0, y=0, z=0},
  3524. acceleration = {x=0, y=0, z=0},
  3525. -- ^ Spawn particle at pos with velocity and acceleration
  3526. expirationtime = 1,
  3527. -- ^ Disappears after expirationtime seconds
  3528. size = 1,
  3529. collisiondetection = false,
  3530. -- ^ collisiondetection: if true collides with physical objects
  3531. collision_removal = false,
  3532. -- ^ collision_removal: if true then particle is removed when it collides,
  3533. -- ^ requires collisiondetection = true to have any effect
  3534. vertical = false,
  3535. -- ^ vertical: if true faces player using y axis only
  3536. texture = "image.png",
  3537. -- ^ Uses texture (string)
  3538. playername = "singleplayer"
  3539. -- ^ optional, if specified spawns particle only on the player's client
  3540. }
  3541. ### `ParticleSpawner` definition (`add_particlespawner`)
  3542. {
  3543. amount = 1,
  3544. time = 1,
  3545. -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
  3546. minpos = {x=0, y=0, z=0},
  3547. maxpos = {x=0, y=0, z=0},
  3548. minvel = {x=0, y=0, z=0},
  3549. maxvel = {x=0, y=0, z=0},
  3550. minacc = {x=0, y=0, z=0},
  3551. maxacc = {x=0, y=0, z=0},
  3552. minexptime = 1,
  3553. maxexptime = 1,
  3554. minsize = 1,
  3555. maxsize = 1,
  3556. -- ^ The particle's properties are random values in between the bounds:
  3557. -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
  3558. -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
  3559. collisiondetection = false,
  3560. -- ^ collisiondetection: if true uses collision detection
  3561. collision_removal = false,
  3562. -- ^ collision_removal: if true then particle is removed when it collides,
  3563. -- ^ requires collisiondetection = true to have any effect
  3564. attached = ObjectRef,
  3565. -- ^ attached: if defined, particle positions, velocities and accelerations
  3566. -- ^ are relative to this object's position and yaw.
  3567. vertical = false,
  3568. -- ^ vertical: if true faces player using y axis only
  3569. texture = "image.png",
  3570. -- ^ Uses texture (string)
  3571. playername = "singleplayer"
  3572. -- ^ Playername is optional, if specified spawns particle only on the player's client
  3573. }
  3574. ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
  3575. {
  3576. url = "http://example.org",
  3577. timeout = 10,
  3578. -- ^ Timeout for connection in seconds. Default is 3 seconds.
  3579. post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
  3580. -- ^ Optional, if specified a POST request with post_data is performed.
  3581. -- ^ Accepts both a string and a table. If a table is specified, encodes table
  3582. -- ^ as x-www-form-urlencoded key-value pairs.
  3583. -- ^ If post_data ist not specified, a GET request is performed instead.
  3584. user_agent = "ExampleUserAgent",
  3585. -- ^ Optional, if specified replaces the default minetest user agent with given string
  3586. extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
  3587. -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
  3588. -- ^ that the header strings follow HTTP specification ("Key: Value").
  3589. multipart = boolean
  3590. -- ^ Optional, if true performs a multipart HTTP request. Default is false.
  3591. }
  3592. ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
  3593. {
  3594. completed = true,
  3595. -- ^ If true, the request has finished (either succeeded, failed or timed out)
  3596. succeeded = true,
  3597. -- ^ If true, the request was succesful
  3598. timeout = false,
  3599. -- ^ If true, the request timed out
  3600. code = 200,
  3601. -- ^ HTTP status code
  3602. data = "response"
  3603. }