Add give_initial_items API

This commit is contained in:
rubenwardy 2016-01-02 12:28:07 +00:00 committed by paramat
parent 12c763a6c7
commit acafe5ca86
3 changed files with 101 additions and 33 deletions

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@ -40,7 +40,7 @@ Beds API
* `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
###Bed definition
### Bed definition
{
description = "Simple Bed",
@ -87,9 +87,9 @@ The doors mod allows modders to register custom doors and trapdoors.
`doors.get(pos)`
* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
* Returns an ObjecRef to a door, or nil if the position does not contain a door
* Returns an ObjectRef to a door, or nil if the position does not contain a door
###Methods
### Methods
:open(player) -- Open the door object, returns if door was opened
:close(player) -- Close the door object, returns if door was closed
@ -101,7 +101,7 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no
permission checks are performed.
###Door definition
### Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
@ -113,7 +113,7 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
###Trapdoor definition
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
@ -125,7 +125,7 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
###Fence gate definition
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png",
@ -135,6 +135,7 @@ The doors mod allows modders to register custom doors and trapdoors.
Fence API
---------
Allows creation of new fences with "fencelike" drawtype.
`default.register_fence(name, item definition)`
@ -144,7 +145,7 @@ Allows creation of new fences with "fencelike" drawtype.
nodedef fields here except drawtype. The fence group will always be added
for this node.
###fence definition
### fence definition
name = "default:fence_wood",
description = "Wooden Fence",
@ -153,8 +154,9 @@ Allows creation of new fences with "fencelike" drawtype.
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
#Walls API
Walls API
---------
The walls API allows easy addition of stone auto-connecting wall nodes.
walls.register(name, desc, texture, mat, sounds)
@ -175,7 +177,7 @@ The farming API allows you to easily register plants and hoes.
`farming.register_plant(name, Plant definition)`
* Register a new growing plant, see [#Plant definition]
###Hoe Definition
### Hoe Definition
{
@ -190,7 +192,7 @@ The farming API allows you to easily register plants and hoes.
}
}
###Plant definition
### Plant definition
{
description = "", -- Description of seed item
@ -204,16 +206,49 @@ The farming API allows you to easily register plants and hoes.
Fire API
--------
New node def property:
`on_burn(pos)`
* Called when fire attempts to remove a burning node.
* `pos` Position of the burning node.
Give Initial Stuff API
----------------------
#TNT API
`give_initial_stuff.give(player)`
^ Give initial stuff to "player"
`give_initial_stuff.add(stack)`
^ Add item to the initial stuff
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
^ Can be called after the game has loaded
`give_initial_stuff.clear()`
^ Removes all items from the initial stuff
^ Can be called after the game has loaded
`give_initial_stuff.get_list()`
^ returns list of item stacks
`give_initial_stuff.set_list(list)`
^ List of initial items with numeric indices.
`give_initial_stuff.add_from_csv(str)`
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
TNT API
----------
tnt.register_tnt(definition)
`tnt.register_tnt(definition)`
^ Register a new type of tnt.
@ -341,7 +376,7 @@ Creates panes that automatically connect to each other
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
* `def`: See [#Pane definition]
###Pane definition
### Pane definition
{
textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
@ -427,7 +462,7 @@ default.player_get_animation(player)
* Any of the fields of the returned table may be nil.
* player: PlayerRef
###Model Definition
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
@ -466,7 +501,7 @@ To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
###Color groups
### Color groups
Base color groups:
@ -521,7 +556,7 @@ Example of one shapeless recipe using a color group:
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
})
###Color lists
### Color lists
* `dye.basecolors` are an array containing the names of available base colors

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@ -18,8 +18,9 @@
# 'permanent flame' nodes will remain with either setting
#disable_fire = false
# Whether steel tools, torches and cobblestone should be given to new players
# Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer>

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@ -1,12 +1,44 @@
minetest.register_on_newplayer(function(player)
--print("on_newplayer")
if minetest.setting_getbool("give_initial_stuff") then
minetest.log("action", "Giving initial stuff to player "..player:get_player_name())
player:get_inventory():add_item('main', 'default:pick_steel')
player:get_inventory():add_item('main', 'default:torch 99')
player:get_inventory():add_item('main', 'default:axe_steel')
player:get_inventory():add_item('main', 'default:shovel_steel')
player:get_inventory():add_item('main', 'default:cobble 99')
end
end)
local stuff_string = minetest.setting_get("initial_stuff") or
"default:pick_steel,default:axe_steel,default:shovel_steel," ..
"default:torch 99,default:cobble 99"
give_initial_stuff = {
items = {}
}
function give_initial_stuff.give(player)
minetest.log("action",
"Giving initial stuff to player " .. player:get_player_name())
local inv = player:get_inventory()
for _, stack in ipairs(give_initial_stuff.items) do
inv:add_item("main", stack)
end
end
function give_initial_stuff.add(stack)
give_initial_stuff.items[#give_initial_stuff.items + 1] = ItemStack(stack)
end
function give_initial_stuff.clear()
give_initial_stuff.items = {}
end
function give_initial_stuff.add_from_csv(str)
local items = str:split(",")
for _, itemname in ipairs(items) do
give_initial_stuff.add(itemname)
end
end
function give_initial_stuff.set_list(list)
give_initial_stuff.items = list
end
function give_initial_stuff.get_list()
return give_initial_stuff.items
end
give_initial_stuff.add_from_csv(stuff_string)
if minetest.setting_getbool("give_initial_stuff") then
minetest.register_on_newplayer(give_initial_stuff.give)
end