refactor mod (#22)

This commit is contained in:
wsor4035
2024-05-26 11:07:43 -04:00
committed by GitHub
parent eb7d9fd4f6
commit 5b4b19a184
18 changed files with 683 additions and 549 deletions

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doc/gameid.md Normal file
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# GameId API
## minetest versions >= 5.7
simply returns `minetest.get_game_info().id`
## minetest versions < 5.7
approximates the gameid value via a hardcoded table of gameid=>modname
and then checks via `minetest.get_modpath()`. If it fails, it falls
back to using `xcompat_unknown_gameid` as the id. See the chart in the
readme for which games are supported

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doc/materials.md Normal file
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# Materials API
consult `/src/materials/minetest.lua` at this time

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doc/sounds.md Normal file
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# Sound API
## Option 1: Agnostically depend
You can do this by using a custom field in your node def instead of the `sounds` key.
```lua
minetest.register_node(nodename, {
...
_sound_def = {
key = "",
input = {},
},
...
})
```
where:
* key: string name of the field from the sound api you want to use, for example `node_sound_stone_defaults`
* input: table input of fields you want passed to the key field, used to override specific sounds.
## Option 2: Hard depend
add this mod to your mod.confs depends and directly call the sound_api as follows
```lua
minetest.register_node(nodename, {
...
sounds = xcompat.sounds.node_sound_stone_defaults(input)
...
})
```
* input: optional table to override some or all of returned values

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# Textures API
consult `/src/texture/minetest.lua` at this time