minetest_game API
======================
GitHub Repo: https://github.com/minetest/minetest_game

Introduction
------------
The minetest_game gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note:
	[XYZ] refers to a section the Minetest API
	[#ABC] refers to a section in this document
	^ Explanation for line above

Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.

	bucket.register_liquid(
		"default:lava_source",		-- Source node name
		"default:lava_flowing",		-- Flowing node name
		"bucket:bucket_lava",		-- Name to be used for bucket
		"bucket_lava.png",			-- Bucket texture (for wielditem and inventory_image)
		"Lava Bucket"				-- Bucket description
	)
	
Doors API
---------
The doors mod allows modders to register custom doors.

	doors.register_door(name, def)
	^ name: "Door name"
	^ def: See [#Door definition]
	
#Door definition
----------------
{
	description = "Door description",
	inventory_image = "mod_door_inv.png",
	groups = {group = 1},
	tiles_bottom: [Tile definition],
	^ the tiles of the bottom part of the door {front, side}
	tiles_top: [Tile definition],
	^ the tiles of the bottom part of the door {front, side}
	node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
	node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
	selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
	selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
	sound_open_door = sound play for open door, OPTIONAL,
	sound_close_door = sound play for close door, OPTIONAL,
	only_placer_can_open = true/false,
	^ If true, only placer can open the door (locked for others)
}

Farming API
-----------
The farming API allows you to easily register plants and hoes.

farming.register_hoe(name, hoe definition)
 -> Register a new hoe, see [#hoe definition]
 
farming.register_plant(name, Plant definition)
 -> Register a new growing plant, see [#Plant definition]

#Hoe Definition
---------------
{
	description = "",	-- Description for tooltip
	inventory_image = "unknown_item.png",	-- Image to be used as wield- and inventory image
	max_uses = 30,	-- Uses until destroyed
	recipe = {	-- Craft recipe
		{"air", "air", "air"},
		{"", "group:stick"},
		{"", "group:stick"},
	}
}

#Plant definition
-----------------
{
	description = "",	-- Description of seed item
	inventory_image = "unknown_item.png",	-- Image to be used as seed's wield- and inventory image
	steps = 8,	-- How many steps the plant has to grow, until it can be harvested
	^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber)
	minlight = 13, -- Minimum light to grow
	maxlight = LIGHT_MAX -- Maximum light to grow
}

Stairs API
----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with minetest_game, to keep them compatible with other mods.

stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
 -> Registers a stair.
 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
 -> 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]
 
stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
 -> Registers a slabs
 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
 -> groups: see [Known damage and digging time defining groups]
 -> images: see [Tile definition]
 -> description: used for the description field in the stair's definition
 -> sounds: see [#Default sounds]
 
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
 -> A wrapper for stairs.register_stair and stairs.register_slab
 -> Uses almost the same arguments as stairs.register_stair
 -> desc_stair: Description for stair node
 -> desc_slab: Description for slab node
 
Xpanes API
----------
Creates panes that automatically connect to each other

xpanes.register_pane(subname, def)
 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
 -> def: See [#Pane definition]

#Pane definition
----------------
{
	textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
	^ 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
}

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()

Player API
----------
The player API can register player models and update the player's appearence

default.player_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]

default.registered_player_models[name]
^ Get a model's definition
 -> see [#Model definition]

default.player_set_model(player, model_name)
^ Change a player's model
 -> player: PlayerRef
 -> model_name: model registered with player_register_model()

default.player_set_animation(player, anim_name [, speed])
^ Applies an animation to a player
 -> anim_name: name of the animation.
 -> speed: frames per second. If nil, default from the model is used

default.player_set_textures(player, textures)
^ Sets player textures
 -> player: PlayerRef
 -> textures: array of textures
 ^ If <textures> is nil, the default textures from the model def are used

default.player_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

Model Definition
----------------
{
	animation_speed = 30, -- Default animation speed, in FPS.
	textures = {"character.png", }, -- Default array of textures.
	visual_size = {x=1, y=1,}, -- Used to scale the model.
	animations = {
		-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
		foo = { x= 0, y=19, },
		bar = { x=20, y=39, },
		-- ...
	},
}