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bae58b3806
Allow mods such as protection mods to over ride on_rightclick. Usecase is creating shared doors without the need for keys.
1040 lines
34 KiB
Plaintext
1040 lines
34 KiB
Plaintext
Minetest Game API
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=================
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GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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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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* [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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Bucket API
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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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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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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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Beds API
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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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* `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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### Bed definition
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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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Bones API
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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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e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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Creative API
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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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creative.register_tab("tools", "Tools", minetest.registered_tools)
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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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`is_enabled_for` is used to check whether a player is in creative mode:
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creative.is_enabled_for(name)
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Override this to allow per-player game modes.
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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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Chests API
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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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`default.chest.get_chest_formspec(pos)`
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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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`default.chest.chest_lid_obstructed(pos)`
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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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`default.chest.chest_lid_close(pn)`
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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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`default.chest.open_chests`
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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 = "chest" }`
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`default.chest.register_chest(name, def)`
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* Registers new chest
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* `name` Name for chest
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* `def` See [#Chest Definition]
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### Chest Definition
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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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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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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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`doors.registered_trapdoors[name] = Trapdoor definition`
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* Table of registered trap doors, indexed by trap door name
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`doors.register_door(name, def)`
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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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`doors.register_trapdoor(name, def)`
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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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`doors.register_fencegate(name, def)`
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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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`doors.get(pos)`
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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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### Methods
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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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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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`doors.door_toggle(pos, node, clicker)`
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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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### Door definition
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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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tiles = {"mod_door.png"}, -- UV map.
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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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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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### Trapdoor definition
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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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", -- the tiles of the four side parts of the 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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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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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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-- function containing the on_rightclick callback
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### Fence gate definition
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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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Dungeon Loot API
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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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`dungeon_loot.register(def)`
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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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`dungeon_loot.registered_loot`
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* Table of all registered loot, not to be modified manually
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### Loot definition
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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", "desert"
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-- optional, defaults to no type restrictions
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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`default.register_fence(name, item definition)`
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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
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for this node.
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### fence definition
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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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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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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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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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`farming.register_hoe(name, hoe definition)`
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* Register a new hoe, see [#hoe definition]
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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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`farming.registered_plants[name] = definition`
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* Table of registered plants, indexed by plant name
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### Hoe Definition
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{
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description = "", -- Description for tooltip
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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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}
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### Plant definition
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Fire API
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--------
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New node def property:
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`on_burn(pos)`
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* Called when fire attempts to remove a burning node.
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* `pos` Position of the burning node.
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`on_ignite(pos, igniter)`
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* Called when Flint and steel (or a mod defined ignitor) is used on a node.
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Defining it may prevent the default action (spawning flames) from triggering.
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* `pos` Position of the ignited node.
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* `igniter` Player that used the tool, when available.
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Give Initial Stuff API
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----------------------
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`give_initial_stuff.give(player)`
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^ Give initial stuff to "player"
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`give_initial_stuff.add(stack)`
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^ Add item to the initial stuff
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^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
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^ Can be called after the game has loaded
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`give_initial_stuff.clear()`
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^ Removes all items from the initial stuff
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^ Can be called after the game has loaded
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`give_initial_stuff.get_list()`
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^ returns list of item stacks
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`give_initial_stuff.set_list(list)`
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^ List of initial items with numeric indices.
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`give_initial_stuff.add_from_csv(str)`
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^ str is a comma separated list of initial stuff
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^ Adds items to the list of items to be given
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Players API
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-----------
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The player API can register player models and update the player's appearence
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* `player_api.register_model(name, def)`
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* Register a new model to be used by players
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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* saved to player_api.registered_models
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* `player_api.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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* `player_api.set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_api.register_model()
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* `player_api.set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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* `player_api.set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures, If `textures` is nil the default
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textures from the model def are used
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* `player_api.get_animation(player)`
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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### Model Definition
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
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stepheight = 0.6, -- In nodes
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eye_height = 1.47, -- In nodes above feet position
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}
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TNT API
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-------
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`tnt.register_tnt(definition)`
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^ Register a new type of tnt.
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* `name` The name of the node. If no prefix is given `tnt` is used.
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* `description` A description for your TNT.
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* `radius` The radius within which the TNT can destroy nodes. The default is 3.
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* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
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* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
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* `disable_drops` Disable drops. By default it is set to false.
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* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
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* `ignore_on_blast` Don't call `on_blast` even if a node has one.
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* `tiles` Textures for node
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* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
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* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
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* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
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* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
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`tnt.boom(position[, definition])`
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^ Create an explosion.
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* `position` The center of explosion.
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* `definition` The TNT definion as passed to `tnt.register` with the following addition:
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* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
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`tnt.burn(position, [nodename])`
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^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
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If no such callback exists, fallback to turn tnt group nodes to their
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"_burning" variant.
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nodename isn't required unless already known.
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To make dropping items from node inventories easier, you can use the
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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.
|
|
|
|
`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)`
|
|
|
|
* 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
|
|
* `sounds`: See [#Default sounds]
|
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
|
|
|
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
|
|
|
* 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
|
|
* `sounds`: See [#Default sounds]
|
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
|
|
|
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
|
|
|
|
* 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
|
|
* `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 for sides", (unused), "texture for top and bottom"}, -- 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.
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* `pos` - position of the node
|
|
* `player` - PlayerRef
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|
* 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.
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|
|
|
|
|
`on_skeleton_key_use(pos, player, newsecret)`
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|
|
|
* 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.
|