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			1150 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Minetest Game API
 | |
| =================
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| GitHub Repo: https://github.com/minetest/minetest_game
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| 
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| 
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| Introduction
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| ------------
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| 
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| The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
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| allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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| For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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| Please note:
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| 
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|  * [XYZ] refers to a section the Minetest API
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|  * [#ABC] refers to a section in this document
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|  * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
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| 
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| 
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| Bucket API
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| ----------
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| 
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| The bucket API allows registering new types of buckets for non-default liquids.
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| 
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| 	bucket.register_liquid(
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| 		"default:lava_source",   -- name of the source node
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| 		"default:lava_flowing",  -- name of the flowing node
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| 		"bucket:bucket_lava",    -- name of the new bucket item (or nil if liquid is not takeable)
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| 		"bucket_lava.png",       -- texture of the new bucket item (ignored if itemname == nil)
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| 		"Lava Bucket",           -- text description of the bucket item
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| 		{lava_bucket = 1},       -- groups of the bucket item, OPTIONAL
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| 		false                    -- force-renew, OPTIONAL. Force the liquid source to renew if it has
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| 		                         -- a source neighbour, even if defined as 'liquid_renewable = false'.
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| 		                         -- Needed to avoid creating holes in sloping rivers.
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| 	)
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| 
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| The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
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| When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
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| 
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| 
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| Beds API
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| --------
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| 
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| 	beds.register_bed(
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| 		"beds:bed",    -- Bed name
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| 		def            -- See [#Bed definition]
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| 	)
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| 
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|  * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
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|  * `beds.read_spawns() `   Returns a table containing players respawn positions
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|  * `beds.kick_players()`  Forces all players to leave bed
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|  * `beds.skip_night()`   Sets world time to morning and saves respawn position of all players currently sleeping
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|  * `beds.day_interval`   Is a table with keys "start" and "finish". Allows you
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|    to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
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| 
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| ### Bed definition
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| 
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| 	{
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| 		description = "Simple Bed",
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| 		inventory_image = "beds_bed.png",
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| 		wield_image = "beds_bed.png",
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| 		tiles = {
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| 			bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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| 			top = {Tile definition} -- the tiles of the bottom part of the bed.
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| 		},
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| 		nodebox = {
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| 			bottom = 'regular nodebox',     -- bottom part of bed (see [Node boxes])
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| 			top = 'regular nodebox',        -- top part of bed (see [Node boxes])
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| 		},
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| 		selectionbox = 'regular nodebox',  -- for both nodeboxes (see [Node boxes])
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| 		recipe = {                                         -- Craft recipe
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| 			{"group:wool", "group:wool", "group:wool"},
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| 			{"group:wood", "group:wood", "group:wood"}
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| 		}
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| 	}
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| 
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| 
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| Bones API
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| ---------
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| 
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| An ordered list of listnames (default: "main", "craft") of the player inventory,
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| that will be placed into bones or dropped on player death can be looked up or changed
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| in `bones.player_inventory_lists`.
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| 
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| e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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| 
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| 
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| Creative API
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| ------------
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| 
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| Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
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| For example,
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| 
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| 	creative.register_tab("tools", "Tools", minetest.registered_tools)
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| 
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| is used to show all tools. Name is used in the sfinv page name, title is the
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| human readable title.
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| 
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| Creative provides `creative.is_enabled_for(name)`, which is identical in
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| functionality to the engine's `minetest.creative_is_enabled(name)`.
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| Its use is deprecated and it should also not be overriden.
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| 
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| The contents of `creative.formspec_add` is appended to every creative inventory
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| page. Mods can use it to add additional formspec elements onto the default
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| creative inventory formspec to be drawn after each update.
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| 
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| Group overrides can be used for any registered item, node or tool. Use one of
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| the groups stated below to pick which category it will appear in.
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| 
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| 	node = 1      -- Appears in the Nodes category
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| 	tool = 1      -- Appears in the Tools category
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| 	craftitem = 1 -- Appears in the Items category
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| 
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| 
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| Chests API
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| ----------
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| 
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| The chests API allows the creation of chests, which have their own inventories for holding items.
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| 
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| `default.chest.get_chest_formspec(pos)`
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| 
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|  * Returns a formspec for a specific chest.
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|  * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
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| 
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| `default.chest.chest_lid_obstructed(pos)`
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| 
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|  * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
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|  * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
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| 
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| `default.chest.chest_lid_close(pn)`
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| 
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|  * Closes the chest that a player is currently looking in.
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|  * `pn` The name of the player whose chest is going to be closed
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| 
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| `default.chest.open_chests`
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| 
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|  * A table indexed by player name to keep track of who opened what chest.
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|  * Key: The name of the player.
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|  * Value: A table containing information about the chest the player is looking at.
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|    e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
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| 
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| `default.chest.register_chest(name, def)`
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| 
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|  * Registers new chest
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|  * `name` Name for chest e.g. "default:chest"
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|  * `def`  See [#Chest Definition]
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| 
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| ### Chest Definition
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| 
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| 	description = "Chest",
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| 	tiles = {
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| 		"default_chest_top.png",
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| 		"default_chest_top.png",
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| 		"default_chest_side.png",
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| 		"default_chest_side.png",
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| 		"default_chest_front.png",
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| 		"default_chest_inside.png"
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| 	}, -- Textures which are applied to the chest model.
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| 	sounds = default.node_sound_wood_defaults(),
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| 	sound_open = "default_chest_open",
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| 	sound_close = "default_chest_close",
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| 	groups = {choppy = 2, oddly_breakable_by_hand = 2},
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| 	protected = false, -- If true, only placer can modify chest.
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| 
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| 
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| Doors API
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| ---------
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| 
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| The doors mod allows modders to register custom doors and trapdoors.
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| 
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| `doors.registered_doors[name] = Door definition` 
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|  * Table of registered doors, indexed by door name 
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| 
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| `doors.registered_trapdoors[name] = Trapdoor definition` 
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|  * Table of registered trap doors, indexed by trap door name 
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| 
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| `doors.register_door(name, def)`
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| 
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|  * Registers new door
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|  * `name` Name for door
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|  * `def`  See [#Door definition]
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| 
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| `doors.register_trapdoor(name, def)`
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| 
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|  * Registers new trapdoor
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|  * `name` Name for trapdoor
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|  * `def`  See [#Trapdoor definition]
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| 
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| `doors.register_fencegate(name, def)`
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| 
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|  * Registers new fence gate
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|  * `name` Name for fence gate
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|  * `def`  See [#Fence gate definition]
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| 
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| `doors.get(pos)`
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| 
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|  * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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|  * Returns an ObjectRef to a door, or nil if the position does not contain a door
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| 
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|     ### Methods
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| 
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|         :open(player)   -- Open the door object, returns if door was opened
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|         :close(player)  -- Close the door object, returns if door was closed
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|         :toggle(player) -- Toggle the door state, returns if state was toggled
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|         :state()        -- returns the door state, true = open, false = closed
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| 
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|     the "player" parameter can be omitted in all methods. If passed then
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|     the usual permission checks will be performed to make sure the player
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|     has the permissions needed to open this door. If omitted then no
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|     permission checks are performed.
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| 
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| `doors.door_toggle(pos, node, clicker)`
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| 
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|  * Toggle door open or shut
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|  * `pos` Position of the door
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|  * `node` Node definition
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|  * `clicker` Player definition for the player that clicked on the door
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|  
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| ### Door definition
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| 
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| 	description = "Door description",
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| 	inventory_image = "mod_door_inv.png",
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| 	groups = {choppy = 2},
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| 	model = "mod_door", -- (optional)
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| 	-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
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| 	tiles = {"mod_door.png"}, -- UV map.
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| 	-- The front and back of the door must be identical in appearence as they swap on
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| 	-- open/close.
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| 	recipe = craftrecipe,
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| 	sounds = default.node_sound_wood_defaults(), -- optional
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| 	sound_open = sound play for open door, -- optional
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| 	sound_close = sound play for close door, -- optional
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| 	gain_open = 0.3, -- optional, defaults to 0.3
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| 	gain_close = 0.3, -- optional, defaults to 0.3
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| 	protected = false, -- If true, only placer can open the door (locked for others)
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| 	on_rightclick = function(pos, node, clicker, itemstack, pointed_thing), 
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| 	-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
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| 	use_texture_alpha = "clip",
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| 
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| ### Trapdoor definition
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| 
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| 	description = "Trapdoor description",
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| 	inventory_image = "mod_trapdoor_inv.png",
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| 	nodebox_closed = {} -- Nodebox for closed model
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| 	nodebox_opened = {} -- Nodebox for opened model
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| 	-- (optional) both nodeboxes must be used, not one only
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| 	groups = {choppy = 2},
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| 	tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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| 	tile_side = "doors_trapdoor_side.png",
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| 	-- The texture for the four sides of the trapdoor.
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| 	-- The texture should have the trapdoor side drawn twice, in the lowest and highest
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| 	-- 1/8ths of the texture, both upright. The area between is not used.
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| 	-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
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| 	-- for the open trapdoor.
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| 	sounds = default.node_sound_wood_defaults(), -- optional
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| 	sound_open = sound play for open door, -- optional
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| 	sound_close = sound play for close door, -- optional
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| 	gain_open = 0.3, -- optional, defaults to 0.3
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| 	gain_close = 0.3, -- optional, defaults to 0.3
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| 	protected = false, -- If true, only placer can open the door (locked for others)
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| 	on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
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| 	-- function containing the on_rightclick callback
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| 	use_texture_alpha = "clip",
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| 
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| ### Fence gate definition
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| 
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| 	description = "Wooden Fence Gate",
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| 	texture = "default_wood.png", -- `backface_culling` will automatically be
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| 	                              -- set to `true` if not specified.
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| 	material = "default:wood",
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| 	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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| 	sounds = default.node_sound_wood_defaults(), -- optional
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| 	on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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| 	-- function containing the on_rightclick callback
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| 
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| 
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| Dungeon Loot API
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| ----------------
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| 
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| The mod that places chests with loot in dungeons provides an API to register additional loot.
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| 
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| `dungeon_loot.register(def)`
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| 
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|  * Registers one or more loot items
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|  * `def` Can be a single [#Loot definition] or a list of them
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| 
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| `dungeon_loot.registered_loot`
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| 
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|  * Table of all registered loot, not to be modified manually
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| 
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| ### Loot definition
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| 
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| 	name = "item:name",
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| 	chance = 0.5,
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| 	-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
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| 	--   Due to an extra step in the selection process, 0.5 does not(!) mean that
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| 	--   on average every second chest will have this item
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| 	count = {1, 4},
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| 	-- ^ table with minimum and maximum amounts of this item
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| 	--   optional, defaults to always single item
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| 	y = {-32768, -512},
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| 	-- ^ table with minimum and maximum heights this item can be found at
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| 	--   optional, defaults to no height restrictions
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| 	types = {"desert"},
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| 	-- ^ table with types of dungeons this item can be found in
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| 	--   supported types: "normal" (the cobble/mossycobble one), "sandstone"
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| 	--   "desert" and "ice"
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| 	--   optional, defaults to no type restrictions
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| 
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| 
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| Fence API
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| ---------
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| 
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| Allows creation of new fences with "fencelike" drawtype.
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| 
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| `default.register_fence(name, item definition)`
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| 
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|  Registers a new fence. Custom fields texture and material are required, as
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|  are name and description. The rest is optional. You can pass most normal
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|  nodedef fields here except drawtype. The fence group will always be added
 | |
|  for this node.
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| 
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| ### fence definition
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| 
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| 	name = "default:fence_wood",
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| 	description = "Wooden Fence",
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| 	texture = "default_wood.png",
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| 	material = "default:wood",
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| 	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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| 	sounds = default.node_sound_wood_defaults(),
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| 
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| 
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| Walls API
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| ---------
 | |
| 
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| The walls API allows easy addition of stone auto-connecting wall nodes.
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| 
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| walls.register(name, desc, texture, mat, sounds)
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| ^ name = "walls:stone_wall". Node name.
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| ^ desc = "A Stone wall"
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| ^ texture = "default_stone.png"
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| ^ mat = "default:stone". Used to auto-generate crafting recipe.
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| ^ sounds = sounds: see [#Default sounds]
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| 
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| 
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| Farming API
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| -----------
 | |
| 
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| The farming API allows you to easily register plants and hoes.
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| 
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| `farming.register_hoe(name, hoe definition)`
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|  * Register a new hoe, see [#hoe definition]
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| 
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| `farming.register_plant(name, Plant definition)`
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|  * Register a new growing plant, see [#Plant definition]
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| 
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| `farming.registered_plants[name] = definition`
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|  * Table of registered plants, indexed by plant name
 | |
| 
 | |
| ### Hoe Definition
 | |
| 
 | |
| 
 | |
| 	{
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| 		description = "",                      -- Description for tooltip
 | |
| 		inventory_image = "unknown_item.png",  -- Image to be used as wield- and inventory image
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| 		max_uses = 30,                         -- Uses until destroyed
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| 		material = "",                         -- Material for recipes
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| 		recipe = {                             -- Craft recipe, if material isn't used
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| 			{"air", "air", "air"},
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| 			{"", "group:stick"},
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| 			{"", "group:stick"},
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| 		}
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| 	}
 | |
| 
 | |
| ### Plant definition
 | |
| 
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| 	{
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| 		description = "",                      -- Description of seed item
 | |
| 		harvest_description = "",              -- Description of harvest item
 | |
| 		                                       -- (optional, derived automatically if not provided)
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| 		inventory_image = "unknown_item.png",  -- Image to be used as seed's wield- and inventory image
 | |
| 		steps = 8,                             -- How many steps the plant has to grow, until it can be harvested
 | |
| 		-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
 | |
| 		minlight = 13,                         -- Minimum light to grow
 | |
| 		maxlight = default.LIGHT_MAX           -- Maximum light to grow
 | |
| 	}
 | |
| 
 | |
| 
 | |
| Fire API
 | |
| --------
 | |
| 
 | |
| Add group flammable when registering a node to make fire seek for it.
 | |
| Add it to an item to make it burn up when dropped in lava or fire.
 | |
| New node def property:
 | |
| 
 | |
| `on_burn(pos)`
 | |
| 
 | |
|  * Called when fire attempts to remove a burning node.
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|  * `pos` Position of the burning node.
 | |
| 
 | |
|  `on_ignite(pos, igniter)`
 | |
| 
 | |
|   * Called when Flint and steel (or a mod defined ignitor) is used on a node.
 | |
|     Defining it may prevent the default action (spawning flames) from triggering.
 | |
|   * `pos` Position of the ignited node.
 | |
|   * `igniter` Player that used the tool, when available.
 | |
| 
 | |
| 
 | |
| Give Initial Stuff API
 | |
| ----------------------
 | |
| 
 | |
| `give_initial_stuff.give(player)`
 | |
| 
 | |
| ^ Give initial stuff to "player"
 | |
| 
 | |
| `give_initial_stuff.add(stack)`
 | |
| 
 | |
| ^ Add item to the initial stuff
 | |
| ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
 | |
| ^ Can be called after the game has loaded
 | |
| 
 | |
| `give_initial_stuff.clear()`
 | |
| 
 | |
| ^ Removes all items from the initial stuff
 | |
| ^ Can be called after the game has loaded
 | |
| 
 | |
| `give_initial_stuff.get_list()`
 | |
| 
 | |
| ^ returns list of item stacks
 | |
| 
 | |
| `give_initial_stuff.set_list(list)`
 | |
| 
 | |
| ^ List of initial items with numeric indices.
 | |
| 
 | |
| `give_initial_stuff.add_from_csv(str)`
 | |
| 
 | |
| ^ str is a comma separated list of initial stuff
 | |
| ^ Adds items to the list of items to be given
 | |
| 
 | |
| 
 | |
| Player API
 | |
| ----------
 | |
| 
 | |
| The player API can register player models and update the player's appearance.
 | |
| 
 | |
| * `player_api.globalstep(dtime, ...)`
 | |
| 	* The function called by the globalstep that controls player animations.
 | |
| 	  You can override this to replace the globalstep with your own implementation.
 | |
| 	* Receives all args that minetest.register_globalstep() passes
 | |
| 
 | |
| * `player_api.register_model(name, def)`
 | |
| 	* Register a new model to be used by players
 | |
| 	* `name`: model filename such as "character.x", "foo.b3d", etc.
 | |
| 	* `def`: see [#Model definition]
 | |
| 	* Saved to player_api.registered_models
 | |
| 
 | |
| * `player_api.registered_models[name]`
 | |
| 	* Get a model's definition
 | |
| 	* `name`: model filename
 | |
| 	* See [#Model definition]
 | |
| 
 | |
| * `player_api.set_model(player, model_name)`
 | |
| 	* Change a player's model
 | |
| 	* `player`: PlayerRef
 | |
| 	* `model_name`: model registered with `player_api.register_model`
 | |
| 
 | |
| * `player_api.set_animation(player, anim_name, speed)`
 | |
| 	* Applies an animation to a player if speed or anim_name differ from the currently playing animation
 | |
| 	* `player`: PlayerRef
 | |
| 	* `anim_name`: name of the animation
 | |
| 	* `speed`: keyframes per second. If nil, the default from the model def is used
 | |
| 
 | |
| * `player_api.set_textures(player, textures)`
 | |
| 	* Sets player textures
 | |
| 	* `player`: PlayerRef
 | |
| 	* `textures`: array of textures. If nil, the default from the model def is used
 | |
| 
 | |
| * `player_api.set_textures(player, index, texture)`
 | |
| 	* Sets one of the player textures
 | |
| 	* `player`: PlayerRef
 | |
| 	* `index`: Index into array of all textures
 | |
| 	* `texture`: the texture string
 | |
| 
 | |
| * `player_api.get_animation(player)`
 | |
| 	* Returns a table containing fields `model`, `textures` and `animation`
 | |
| 	* Any of the fields of the returned table may be nil
 | |
| 	* `player`: PlayerRef
 | |
| 
 | |
| * `player_api.player_attached`
 | |
| 	* A table that maps a player name to a boolean
 | |
| 	* If the value for a given player is set to true, the default player animations
 | |
| 	  (walking, digging, ...) will no longer be updated, and knockback from damage is
 | |
| 	  prevented for that player
 | |
| 	* Example of usage: A mod sets a player's value to true when attached to a vehicle
 | |
| 
 | |
| ### Model Definition
 | |
| 
 | |
| 	{
 | |
| 		animation_speed = 30,           -- Default animation speed, in keyframes per second
 | |
| 		textures = {"character.png"},   -- Default array of textures
 | |
| 		animations = {
 | |
| 			-- [anim_name] = {
 | |
| 			--   x = <start_frame>,
 | |
| 			--   y = <end_frame>,
 | |
| 			--   collisionbox = <model collisionbox>, -- (optional)
 | |
| 			--   eye_height = <model eye height>,     -- (optional)
 | |
| 			--   -- suspend client side animations while this one is active (optional)
 | |
| 			--   override_local = <true/false>
 | |
| 			-- },
 | |
| 			stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
 | |
| 			sit = ... -- used by boats and other MTG mods
 | |
| 		},
 | |
| 		-- Default object properties, see lua_api.txt
 | |
| 		visual_size = {x = 1, y = 1},
 | |
| 		collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
 | |
| 		stepheight = 0.6,
 | |
| 		eye_height = 1.47
 | |
| 	}
 | |
| 
 | |
| 
 | |
| TNT API
 | |
| -------
 | |
| 
 | |
| `tnt.register_tnt(definition)`
 | |
| 
 | |
| ^ Register a new type of tnt.
 | |
| 
 | |
|  * `name` The name of the node. If no prefix is given `tnt` is used.
 | |
|  * `description` A description for your TNT.
 | |
|  * `radius` The radius within which the TNT can destroy nodes. The default is 3.
 | |
|  * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
 | |
|  * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
 | |
|  * `disable_drops` Disable drops. By default it is set to false.
 | |
|  * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
 | |
|  * `ignore_on_blast` Don't call `on_blast` even if a node has one.
 | |
|  * `tiles` Textures for node
 | |
|   * `side`  Side tiles. By default the name of the tnt with a suffix of `_side.png`.
 | |
|   * `top`  Top tile. By default the name of the tnt with a suffix of `_top.png`.
 | |
|   * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
 | |
|   * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
 | |
| 
 | |
| `tnt.boom(position[, definition])`
 | |
| 
 | |
| ^ Create an explosion.
 | |
| 
 | |
| * `position` The center of explosion.
 | |
| * `definition` The TNT definion as passed to `tnt.register` with the following addition:
 | |
|  * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
 | |
| 
 | |
| `tnt.burn(position, [nodename])`
 | |
| 
 | |
| ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
 | |
| If no such callback exists, fallback to turn tnt group nodes to their
 | |
| "_burning" variant.
 | |
|   nodename isn't required unless already known.
 | |
| 
 | |
| To make dropping items from node inventories easier, you can use the
 | |
| following helper function from 'default':
 | |
| 
 | |
| default.get_inventory_drops(pos, inventory, drops)
 | |
| 
 | |
| ^ Return drops from node inventory "inventory" in drops.
 | |
| 
 | |
| * `pos` - the node position
 | |
| * `inventory` - the name of the inventory (string)
 | |
| * `drops` - an initialized list
 | |
| 
 | |
| The function returns no values. The drops are returned in the `drops`
 | |
| parameter, and drops is not reinitialized so you can call it several
 | |
| times in a row to add more inventory items to it.
 | |
| 
 | |
| 
 | |
| `on_blast` callbacks:
 | |
| 
 | |
| Both nodedefs and entitydefs can provide an `on_blast()` callback
 | |
| 
 | |
| `nodedef.on_blast(pos, intensity)`
 | |
| ^ Allow drop and node removal overriding
 | |
| * `pos` - node position
 | |
| * `intensity` - TNT explosion measure. larger or equal to 1.0
 | |
| ^ Should return a list of drops (e.g. {"default:stone"})
 | |
| ^ Should perform node removal itself. If callback exists in the nodedef
 | |
| ^ then the TNT code will not destroy this node.
 | |
| 
 | |
| `entitydef.on_blast(luaobj, damage)`
 | |
| ^ Allow TNT effects on entities to be overridden
 | |
| * `luaobj` - LuaEntityRef of the entity
 | |
| * `damage` - suggested HP damage value
 | |
| ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
 | |
| * `do_damage` - if true then TNT mod wil damage the entity
 | |
| * `do_knockback` - if true then TNT mod will knock the entity away
 | |
| * `drops` - a list of drops, e.g. {"wool:red"}
 | |
| 
 | |
| 
 | |
| Screwdriver API
 | |
| ---------------
 | |
| 
 | |
| The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
 | |
| To use it, add the `on_screwdriver` function to the node definition.
 | |
| 
 | |
| `on_rotate(pos, node, user, mode, new_param2)`
 | |
| 
 | |
|  * `pos` Position of the node that the screwdriver is being used on
 | |
|  * `node` that node
 | |
|  * `user` The player who used the screwdriver
 | |
|  * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
 | |
|  * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
 | |
|  * return value: false to disallow rotation, nil to keep default behaviour, true to allow
 | |
|  	it but to indicate that changed have already been made (so the screwdriver will wear out)
 | |
|  * use `on_rotate = false` to always disallow rotation
 | |
|  * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
 | |
| 
 | |
| 
 | |
| Sethome API
 | |
| -----------
 | |
| 
 | |
| The sethome API adds three global functions to allow mods to read a players home position,
 | |
| set a players home position and teleport a player to home position.
 | |
| 
 | |
| `sethome.get(name)`
 | |
| 
 | |
|  * `name` Player who's home position you wish to get
 | |
|  * return value: false if no player home coords exist, position table if true
 | |
| 
 | |
| `sethome.set(name, pos)`
 | |
| 
 | |
|  * `name` Player who's home position you wish to set
 | |
|  * `pos` Position table containing coords of home position
 | |
|  * return value: false if unable to set and save new home position, otherwise true
 | |
| 
 | |
| `sethome.go(name)`
 | |
| 
 | |
|  * `name` Player you wish to teleport to their home position
 | |
|  * return value: false if player cannot be sent home, otherwise true
 | |
| 
 | |
| 
 | |
| Sfinv API
 | |
| ---------
 | |
| 
 | |
| It is recommended that you read this link for a good introduction to the
 | |
| sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
 | |
| 
 | |
| ### sfinv Methods
 | |
| 
 | |
| **Pages**
 | |
| 
 | |
| * sfinv.set_page(player, pagename) - changes the page
 | |
| * sfinv.get_page(player) - get the current page name. Will never return nil
 | |
| * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
 | |
| * sfinv.register_page(name, def) - register a page, see section below
 | |
| * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
 | |
|     * Note: Page must already be defined, (opt)depend on the mod defining it.
 | |
| * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
 | |
|              and calls set_inventory_formspec().
 | |
| * sfinv.get_formspec(player, context) - builds current page's formspec
 | |
| 
 | |
| **Contexts**
 | |
| 
 | |
| * sfinv.get_or_create_context(player) - gets the player's context
 | |
| * sfinv.set_context(player, context)
 | |
| 
 | |
| **Theming**
 | |
| 
 | |
| * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
 | |
|     * show_inv, defaults to false. Whether to show the player's main inventory
 | |
|     * size, defaults to `size[8,8.6]` if not specified
 | |
| * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
 | |
| 
 | |
| ### sfinv Members
 | |
| 
 | |
| * pages - table of pages[pagename] = def
 | |
| * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
 | |
| * contexts - contexts[playername] = player_context
 | |
| * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
 | |
| 
 | |
| ### Context
 | |
| 
 | |
| A table with these keys:
 | |
| 
 | |
| * page - current page name
 | |
| * nav - a list of page names
 | |
| * nav_titles - a list of page titles
 | |
| * nav_idx - current nav index (in nav and nav_titles)
 | |
| * any thing you want to store
 | |
|     * sfinv will clear the stored data on log out / log in
 | |
| 
 | |
| ### sfinv.register_page
 | |
| 
 | |
| sfinv.register_page(name, def)
 | |
| 
 | |
| def is a table containing:
 | |
| 
 | |
| * `title` - human readable page name (required)
 | |
| * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
 | |
| * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
 | |
| * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
 | |
| * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
 | |
| * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
 | |
| 
 | |
| ### get formspec
 | |
| 
 | |
| Use sfinv.make_formspec to apply a layout:
 | |
| 
 | |
| 	return sfinv.make_formspec(player, context, [[
 | |
| 		list[current_player;craft;1.75,0.5;3,3;]
 | |
| 		list[current_player;craftpreview;5.75,1.5;1,1;]
 | |
| 		image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
 | |
| 		listring[current_player;main]
 | |
| 		listring[current_player;craft]
 | |
| 		image[0,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[1,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[2,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[3,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[4,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[5,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[6,4.25;1,1;gui_hb_bg.png]
 | |
| 		image[7,4.25;1,1;gui_hb_bg.png]
 | |
| 	]], true)
 | |
| 
 | |
| See above (methods section) for more options.
 | |
| 
 | |
| ### Customising themes
 | |
| 
 | |
| Simply override this function to change the navigation:
 | |
| 
 | |
| 	function sfinv.get_nav_fs(player, context, nav, current_idx)
 | |
| 		return "navformspec"
 | |
| 	end
 | |
| 
 | |
| And override this function to change the layout:
 | |
| 
 | |
| 	function sfinv.make_formspec(player, context, content, show_inv, size)
 | |
| 		local tmp = {
 | |
| 			size or "size[8,8.6]",
 | |
| 			theme_main,
 | |
| 			sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
 | |
| 			content
 | |
| 		}
 | |
| 		if show_inv then
 | |
| 			tmp[4] = theme_inv
 | |
| 		end
 | |
| 		return table.concat(tmp, "")
 | |
| 	end
 | |
| 
 | |
| 
 | |
| Stairs API
 | |
| ----------
 | |
| 
 | |
| The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
 | |
| delivered with Minetest Game, to keep them compatible with other mods.
 | |
| 
 | |
| The following node attributes are sourced from the recipeitem:
 | |
|  * use_texture_alpha
 | |
|  * sunlight_propagates
 | |
|  * light_source
 | |
|  * If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
 | |
| 
 | |
| `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
 | |
| 
 | |
|  * Registers a stair
 | |
|  * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
 | |
|  * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
 | |
|  * `groups`: See [Known damage and digging time defining groups]
 | |
|  * `images`: See [Tile definition]
 | |
|  * `description`: Used for the description field in the stair's definition
 | |
|  * `sounds`: See [#Default sounds]
 | |
|  * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
 | |
| 
 | |
| `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
 | |
| 
 | |
|  * Registers a slab
 | |
|  * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
 | |
|  * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
 | |
|  * `groups`: See [Known damage and digging time defining groups]
 | |
|  * `images`: See [Tile definition]
 | |
|  * `description`: Used for the description field in the slab's definition
 | |
|  * `sounds`: See [#Default sounds]
 | |
|  * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
 | |
| 
 | |
| `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
 | |
| 
 | |
|  * Registers an inner corner stair
 | |
|  * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
 | |
|  * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
 | |
|  * `groups`: See [Known damage and digging time defining groups]
 | |
|  * `images`: See [Tile definition]
 | |
|  * `description`: Used for the description field in the stair's definition with "Inner" prepended
 | |
|  * `sounds`: See [#Default sounds]
 | |
|  * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
 | |
|  * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
 | |
| 
 | |
| `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
 | |
| 
 | |
|  * Registers an outer corner stair
 | |
|  * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
 | |
|  * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
 | |
|  * `groups`: See [Known damage and digging time defining groups]
 | |
|  * `images`: See [Tile definition]
 | |
|  * `description`: Used for the description field in the stair's definition with "Outer" prepended
 | |
|  * `sounds`: See [#Default sounds]
 | |
|  * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
 | |
|  * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
 | |
| 
 | |
| ```
 | |
| stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
 | |
| 	sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
 | |
| ```
 | |
| 
 | |
|  * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
 | |
|  * Uses almost the same arguments as stairs.register_stair
 | |
|  * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
 | |
|  	`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
 | |
|  * `desc_slab`: Description for slab node
 | |
|  * `desc_stair_inner`: Description for inner stair node
 | |
|  * `desc_stair_outer`: Description for outer stair node
 | |
| 
 | |
| 
 | |
| Xpanes API
 | |
| ----------
 | |
| 
 | |
| Creates panes that automatically connect to each other
 | |
| 
 | |
| `xpanes.register_pane(subname, def)`
 | |
| 
 | |
|  * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
 | |
|  * `def`: See [#Pane definition]
 | |
| 
 | |
| ### Pane definition
 | |
| 
 | |
| 	{
 | |
| 		textures = {
 | |
| 			"texture for front and back",
 | |
| 			(unused),
 | |
| 			"texture for the 4 edges"
 | |
| 		}, -- More tiles aren't supported
 | |
| 		groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
 | |
| 		sounds = SoundSpec,        -- See [#Default sounds]
 | |
| 		recipe = {{"","","","","","","","",""}}, -- Recipe field only
 | |
| 		use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
 | |
| 	}
 | |
| 
 | |
| 
 | |
| Raillike definitions
 | |
| --------------------
 | |
| 
 | |
| The following nodes use the group `connect_to_raillike` and will only connect to
 | |
| raillike nodes within this group and the same group value.
 | |
| Use `minetest.raillike_group(<Name>)` to get the group value.
 | |
| 
 | |
| | Node type             | Raillike group name
 | |
| |-----------------------|---------------------
 | |
| | default:rail          | "rail"
 | |
| | tnt:gunpowder         | "gunpowder"
 | |
| | tnt:gunpowder_burning	| "gunpowder"
 | |
| 
 | |
| Example:
 | |
| If you want to add a new rail type and want it to connect with default:rail,
 | |
| add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
 | |
| of your node.
 | |
| 
 | |
| 
 | |
| Default sounds
 | |
| --------------
 | |
| 
 | |
| Sounds inside the default table can be used within the sounds field of node definitions.
 | |
| 
 | |
|  * `default.node_sound_defaults()`
 | |
|  * `default.node_sound_stone_defaults()`
 | |
|  * `default.node_sound_dirt_defaults()`
 | |
|  * `default.node_sound_sand_defaults()`
 | |
|  * `default.node_sound_wood_defaults()`
 | |
|  * `default.node_sound_leaves_defaults()`
 | |
|  * `default.node_sound_glass_defaults()`
 | |
|  * `default.node_sound_metal_defaults()`
 | |
| 
 | |
| 
 | |
| Default constants
 | |
| -----------------
 | |
| 
 | |
| `default.LIGHT_MAX`  The maximum light level (see [Node definition] light_source)
 | |
| 
 | |
| 
 | |
| GUI and formspecs
 | |
| -----------------
 | |
| 
 | |
| `default.get_hotbar_bg(x, y)`
 | |
| 
 | |
|  * Get the hotbar background as string, containing the formspec elements
 | |
|  * x: Horizontal position in the formspec
 | |
|  * y: Vertical position in the formspec
 | |
| 
 | |
| `default.gui_bg`
 | |
| 
 | |
|  * Deprecated, remove from mods.
 | |
| 
 | |
| `default.gui_bg_img`
 | |
| 
 | |
|  * Deprecated, remove from mods.
 | |
| 
 | |
| `default.gui_slots`
 | |
| 
 | |
|  * Deprecated, remove from mods.
 | |
| 
 | |
| `default.gui_survival_form`
 | |
| 
 | |
|  * Entire formspec for the survival inventory
 | |
| 
 | |
| `default.get_furnace_active_formspec(fuel_percent, item_percent)`
 | |
| 
 | |
|  * Get the active furnace formspec using the defined GUI elements
 | |
|  * fuel_percent: Percent of how much the fuel is used
 | |
|  * item_percent: Percent of how much the item is cooked
 | |
| 
 | |
| `default.get_furnace_inactive_formspec()`
 | |
| 
 | |
|  * Get the inactive furnace formspec using the defined GUI elements
 | |
| 
 | |
| 
 | |
| Leafdecay
 | |
| ---------
 | |
| 
 | |
| To enable leaf decay for leaves when a tree is cut down by a player,
 | |
| register the tree with the default.register_leafdecay(leafdecaydef)
 | |
| function.
 | |
| 
 | |
| If `param2` of any registered node is ~= 0, the node will always be
 | |
| preserved. Thus, if the player places a node of that kind, you will
 | |
| want to set `param2 = 1` or so.
 | |
| 
 | |
| The function `default.after_place_leaves` can be set as
 | |
| `after_place_node of a node` to set param2 to 1 if the player places
 | |
| the node (should not be used for nodes that use param2 otherwise
 | |
| (e.g. facedir)).
 | |
| 
 | |
| If the node is in the `leafdecay_drop` group then it will always be
 | |
| dropped as an item.
 | |
| 
 | |
| `default.register_leafdecay(leafdecaydef)`
 | |
| 
 | |
| `leafdecaydef` is a table, with following members:
 | |
| 	{
 | |
| 		trunks = {"default:tree"}, -- nodes considered trunks
 | |
| 		leaves = {"default:leaves", "default:apple"},
 | |
| 			-- nodes considered for removal
 | |
| 		radius = 3, -- radius to consider for searching
 | |
| 	}
 | |
| 
 | |
| Note: all the listed nodes in `trunks` have their `on_after_destruct`
 | |
| callback overridden. All the nodes listed in `leaves` have their
 | |
| `on_timer` callback overridden.
 | |
| 
 | |
| 
 | |
| Dyes
 | |
| ----
 | |
| 
 | |
| Minetest Game dyes are registered with:
 | |
| 
 | |
|     groups = {dye = 1, color_<color> = 1},
 | |
| 
 | |
| To make recipes that will work with dyes from many mods, define them using the
 | |
| dye group and the color groups.
 | |
| 
 | |
| Dye color groups:
 | |
| 
 | |
|  * `color_white`
 | |
|  * `color_grey`
 | |
|  * `color_dark_grey`
 | |
|  * `color_black`
 | |
|  * `color_red`
 | |
|  * `color_pink`
 | |
|  * `color_orange`
 | |
|  * `color_brown`
 | |
|  * `color_yellow`
 | |
|  * `color_green`
 | |
|  * `color_dark_green`
 | |
|  * `color_blue`
 | |
|  * `color_cyan`
 | |
|  * `color_violet`
 | |
|  * `color_magenta`
 | |
| 
 | |
| Example of one shapeless recipe using the dye group and a color group:
 | |
| 
 | |
| 	minetest.register_craft({
 | |
| 		type = "shapeless",
 | |
| 		output = "<mod>:item_yellow",
 | |
| 		recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
 | |
| 	})
 | |
| 
 | |
| 
 | |
| Trees
 | |
| -----
 | |
| 
 | |
|  * `default.grow_tree(pos, is_apple_tree)`
 | |
|   * Grows a mgv6 tree or apple tree at pos
 | |
| 
 | |
|  * `default.grow_jungle_tree(pos)`
 | |
|   * Grows a mgv6 jungletree at pos
 | |
| 
 | |
|  * `default.grow_pine_tree(pos)`
 | |
|   * Grows a mgv6 pinetree at pos
 | |
| 
 | |
|  * `default.grow_new_apple_tree(pos)`
 | |
|   * Grows a new design apple tree at pos
 | |
| 
 | |
|  * `default.grow_new_jungle_tree(pos)`
 | |
|   * Grows a new design jungle tree at pos
 | |
| 
 | |
|  * `default.grow_new_pine_tree(pos)`
 | |
|   * Grows a new design pine tree at pos
 | |
| 
 | |
|  * `default.grow_new_snowy_pine_tree(pos)`
 | |
|   * Grows a new design snowy pine tree at pos
 | |
| 
 | |
|  * `default.grow_new_acacia_tree(pos)`
 | |
|   * Grows a new design acacia tree at pos
 | |
| 
 | |
|  * `default.grow_new_aspen_tree(pos)`
 | |
|   * Grows a new design aspen tree at pos
 | |
| 
 | |
|  * `default.grow_bush(pos)`
 | |
|   * Grows a bush at pos
 | |
| 
 | |
|  * `default.grow_acacia_bush(pos)`
 | |
|   * Grows an acaia bush at pos
 | |
| 
 | |
|  * `default.grow_pine_bush(pos)`
 | |
|   * Grows a pine bush at pos
 | |
| 
 | |
|  * `default.grow_blueberry_bush(pos)`
 | |
|   * Grows a blueberry bush at pos
 | |
| 
 | |
| 
 | |
| Carts
 | |
| -----
 | |
| 
 | |
| 	carts.register_rail(
 | |
| 		"mycarts:myrail", -- Rail name
 | |
| 		nodedef,          -- standard nodedef
 | |
| 		railparams        -- rail parameter struct (optional)
 | |
| 	)
 | |
| 
 | |
| 	railparams = {
 | |
| 		on_step(obj, dtime), -- Event handler called when
 | |
| 		                     -- cart is on rail
 | |
| 		acceleration, -- integer acceleration factor (negative
 | |
| 		              -- values to brake)
 | |
| 	}
 | |
| 
 | |
| 	The event handler is called after all default calculations
 | |
| 	are made, so the custom on_step handler can override things
 | |
| 	like speed, acceleration, player attachment. The handler will
 | |
| 	likely be called many times per second, so the function needs
 | |
| 	to make sure that the event is handled properly.
 | |
| 
 | |
| 
 | |
| Key API
 | |
| -------
 | |
| 
 | |
| The key API allows mods to add key functionality to nodes that have
 | |
| ownership or specific permissions. Using the API will make it so
 | |
| that a node owner can use skeleton keys on their nodes to create keys
 | |
| for that node in that location, and give that key to other players,
 | |
| allowing them some sort of access that they otherwise would not have
 | |
| due to node protection.
 | |
| 
 | |
| To make your new nodes work with the key API, you need to register
 | |
| two callback functions in each nodedef:
 | |
| 
 | |
| 
 | |
| `on_key_use(pos, player)`
 | |
|  * Is called when a player right-clicks (uses) a normal key on your
 | |
|  * node.
 | |
|  * `pos` - position of the node
 | |
|  * `player` - PlayerRef
 | |
|  * return value: none, ignored
 | |
| 
 | |
| The `on_key_use` callback should validate that the player is wielding
 | |
| a key item with the right key meta secret. If needed the code should
 | |
| deny access to the node functionality.
 | |
| 
 | |
| If formspecs are used, the formspec callbacks should duplicate these
 | |
| checks in the metadata callback functions.
 | |
| 
 | |
| 
 | |
| `on_skeleton_key_use(pos, player, newsecret)`
 | |
| 
 | |
|  * Is called when a player right-clicks (uses) a skeleton key on your
 | |
|  * node.
 | |
|  * `pos` - position of the node
 | |
|  * `player` - PlayerRef
 | |
|  * `newsecret` - a secret value(string)
 | |
|  * return values:
 | |
|  * `secret` - `nil` or the secret value that unlocks the door
 | |
|  * `name` - a string description of the node ("a locked chest")
 | |
|  * `owner` - name of the node owner
 | |
| 
 | |
| The `on_skeleton_key_use` function should validate that the player has
 | |
| the right permissions to make a new key for the item. The newsecret
 | |
| value is useful if the node has no secret value. The function should
 | |
| store this secret value somewhere so that in the future it may compare
 | |
| key secrets and match them to allow access. If a node already has a
 | |
| secret value, the function should return that secret value instead
 | |
| of the newsecret value. The secret value stored for the node should
 | |
| not be overwritten, as this would invalidate existing keys.
 | |
| 
 | |
| Aside from the secret value, the function should retun a descriptive
 | |
| name for the node and the owner name. The return values are all
 | |
| encoded in the key that will be given to the player in replacement
 | |
| for the wielded skeleton key.
 | |
| 
 | |
| if `nil` is returned, it is assumed that the wielder did not have
 | |
| permissions to create a key for this node, and no key is created.
 | |
| 
 | |
| `default.register_craft_metadata_copy(ingredient, result)`
 | |
| ----------------------------------------------------------
 | |
| 
 | |
| This function registers a shapeless recipe that takes `ingredient`
 | |
| and `result` as input and outputs `result`.
 | |
| 
 | |
| The metadata of the input `result` is copied to the output `result`.
 | |
| 
 | |
| 
 | |
| Log API
 | |
| -------
 | |
| 
 | |
| Logs action of the player with a node at a certain position.
 | |
| By default only actions of real players are logged.
 | |
| Actions of non-players (usually machines) are logged only when
 | |
| setting `log_non_player_actions` is enabled.
 | |
| A player is considered non-player if `player:is_player()` returns
 | |
| `false` or `player.is_fake_player` is truthy. The use of
 | |
| `is_fake_player` is an unofficial standard between mods.
 | |
| These non-players are marked by the content of `is_fake_player`
 | |
| (if it is a string) or a "*" in brackets after the player name in
 | |
| the log.
 | |
| 
 | |
| `default.log_player_action(player, ...)`
 | |
| 
 | |
|  * `player`        The player who performed the action
 | |
|  * `message_parts` Any mumber of message parts describing the action
 | |
|                    in 3rd person singular present tense. It can also
 | |
|                    contain a `pos` which is logged as "(X,Y,Z)"
 | |
| 
 | |
| `default.set_inventory_action_loggers(def, name)`
 | |
| 
 | |
|  * sets the callbacks `on_metadata_inventory_move`,
 | |
|    `on_metadata_inventory_put` and `on_metadata_inventory_take`
 | |
|    that log corresponding actions
 | |
|  * `def`     See [Node definition]
 | |
|  * `name`    Description of the node in the log message
 |