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Improve Lua API documentation
Changes: * Add extra documentation for remove_item. This isn't as silly as it sounds: iterate a list containing items with unique metadata each, and remove_item the first one you find, placing into a different - fine, except the remove will invariably remove the wrong one, leading to items being duplicated and others destroyed. Arguably it's a bug, and Inventory::removeItem should actually remove the item you tell it to. (i.e. if the passed ItemStack has metadata, match it). But it seems reasonable to just document the behaviour more clearly. * Improve string_to_pos documentation. * Clarify dig_node documentation (return value). * Better on_step documentation. * get_nodemeta -> get_meta. * Other minor fixes.
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@ -1303,7 +1303,7 @@ string:trim()
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minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
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minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
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^ Convert position to a printable string
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^ Convert position to a printable string
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minetest.string_to_pos(string) -> position
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minetest.string_to_pos(string) -> position
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^ Same but in reverse
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^ Same but in reverse. Returns nil if the string can't be parsed to a position.
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minetest.formspec_escape(string) -> string
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minetest.formspec_escape(string) -> string
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^ escapes characters [ ] \ , ; that can not be used in formspecs
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^ escapes characters [ ] \ , ; that can not be used in formspecs
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minetest.is_yes(arg)
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minetest.is_yes(arg)
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@ -1505,6 +1505,7 @@ minetest.place_node(pos, node)
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^ Place node with the same effects that a player would cause
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^ Place node with the same effects that a player would cause
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minetest.dig_node(pos)
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minetest.dig_node(pos)
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^ Dig node with the same effects that a player would cause
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^ Dig node with the same effects that a player would cause
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Returns true if successful, false on failure (e.g. protected location)
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minetest.punch_node(pos)
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minetest.punch_node(pos)
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^ Punch node with the same effects that a player would cause
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^ Punch node with the same effects that a player would cause
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@ -1885,7 +1886,7 @@ Class reference
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----------------
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----------------
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NodeMetaRef: Node metadata - reference extra data and functionality stored
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NodeMetaRef: Node metadata - reference extra data and functionality stored
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in a node
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in a node
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- Can be gotten via minetest.get_nodemeta(pos)
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- Can be gotten via minetest.get_meta(pos)
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methods:
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methods:
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- set_string(name, value)
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- set_string(name, value)
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- get_string(name)
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- get_string(name)
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@ -2052,8 +2053,11 @@ methods:
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can be fully added to the list
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can be fully added to the list
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- contains_item(listname, stack): returns true if the stack of items
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- contains_item(listname, stack): returns true if the stack of items
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can be fully taken from the list
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can be fully taken from the list
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remove_item(listname, stack): take as many items as specified from the list,
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- remove_item(listname, stack): take as many items as specified from the list,
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returns the items that were actually removed (as an ItemStack)
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returns the items that were actually removed (as an ItemStack) - note that
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any item metadata is ignored, so attempting to remove a specific unique
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item this way will likely remove the wrong one - to do that use set_stack
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with an empty ItemStack
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- get_location() -> location compatible to minetest.get_inventory(location)
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- get_location() -> location compatible to minetest.get_inventory(location)
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-> {type="undefined"} in case location is not known
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-> {type="undefined"} in case location is not known
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@ -2224,7 +2228,9 @@ Registered entities
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- on_activate(self, staticdata)
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- on_activate(self, staticdata)
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^ Called when the object is instantiated.
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^ Called when the object is instantiated.
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- on_step(self, dtime)
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- on_step(self, dtime)
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^ Called on every server tick (dtime is usually 0.1 seconds)
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^ Called on every server tick, after movement and collision processing.
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dtime is usually 0.1 seconds, as per the dedicated_server_step setting
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in minetest.conf.
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- on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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- on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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^ Called when somebody punches the object.
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^ Called when somebody punches the object.
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^ Note that you probably want to handle most punches using the
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^ Note that you probably want to handle most punches using the
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