X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=game_api.txt;h=bf342674ad517f1138c1141369d3bdf1611093d2;hb=1afb8f249e21fd6e85b11af9410f74c869bbf7c2;hp=e80b2043124aa0edf2420855c89f565df24a2ec0;hpb=c5b0fe72ea47c9c2ede2d0097e53e6c0a7c514f6;p=oweals%2Fminetest_game.git diff --git a/game_api.txt b/game_api.txt index e80b2043..bf342674 100644 --- a/game_api.txt +++ b/game_api.txt @@ -12,22 +12,28 @@ Please note: * [XYZ] refers to a section the Minetest API * [#ABC] refers to a section in this document + * [pos] refers to a position table `{x = -5, y = 0, z = 200}` Bucket API ---------- The bucket API allows registering new types of buckets for non-default liquids. - bucket.register_liquid( "default:lava_source", -- name of the source node "default:lava_flowing", -- name of the flowing node "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable) "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil) "Lava Bucket", -- text description of the bucket item - {lava_bucket = 1} -- groups of the bucket item, OPTIONAL + {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL + false -- force-renew, OPTIONAL. Force the liquid source to renew if it has + -- a source neighbour, even if defined as 'liquid_renewable = false'. + -- Needed to avoid creating holes in sloping rivers. ) +The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. +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. + Beds API -------- @@ -61,10 +67,85 @@ Beds API } } +Bones API +--------- + +An ordered list of listnames (default: "main", "craft") of the player inventory, +that will be placed into bones or dropped on player death can be looked up or changed +in `bones.player_inventory_lists`. + +e.g. `table.insert(bones.player_inventory_lists, "backpack")` + Creative API ------------ -A global string called `creative.formspec_add` was added which allows mods to add additional formspec elements onto the default creative inventory formspec to be drawn after each update. +Use `creative.register_tab(name, title, items)` to add a tab with filtered items. +For example, + + creative.register_tab("tools", "Tools", minetest.registered_tools) + +is used to show all tools. Name is used in the sfinv page name, title is the +human readable title. + +`is_enabled_for` is used to check whether a player is in creative mode: + + creative.is_enabled_for(name) + +Override this to allow per-player game modes. + +The contents of `creative.formspec_add` is appended to every creative inventory +page. Mods can use it to add additional formspec elements onto the default +creative inventory formspec to be drawn after each update. + +Chests API +---------- + +The chests API allows the creation of chests, which have their own inventories for holding items. + +`default.chest.get_chest_formspec(pos)` + + * Returns a formspec for a specific chest. + * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}` + +`default.chest.chest_lid_obstructed(pos)` + + * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node. + * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}` + +`default.chest.chest_lid_close(pn)` + + * Closes the chest that a player is currently looking in. + * `pn` The name of the player whose chest is going to be closed + +`default.chest.open_chests` + + * A table indexed by player name to keep track of who opened what chest. + * Key: The name of the player. + * Value: A table containing information about the chest the player is looking at. + e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }` + +`default.chest.register_chest(name, def)` + + * Registers new chest + * `name` Name for chest + * `def` See [#Chest Definition] + +### Chest Definition + + description = "Chest", + tiles = { + "default_chest_top.png", + "default_chest_top.png", + "default_chest_side.png", + "default_chest_side.png", + "default_chest_front.png", + "default_chest_inside.png" + }, -- Textures which are applied to the chest model. + sounds = default.node_sound_wood_defaults(), + sound_open = "default_chest_open", + sound_close = "default_chest_close", + groups = {choppy = 2, oddly_breakable_by_hand = 2}, + protected = false, -- If true, only placer can modify chest. Doors API --------- @@ -133,11 +214,44 @@ The doors mod allows modders to register custom doors and trapdoors. ### Fence gate definition description = "Wooden Fence Gate", - texture = "default_wood.png", + texture = "default_wood.png", -- `backface_culling` will automatically be + -- set to `true` if not specified. material = "default:wood", groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, sounds = default.node_sound_wood_defaults(), -- optional +Dungeon Loot API +---------------- + +The mod that places chests with loot in dungeons provides an API to register additional loot. + +`dungeon_loot.register(def)` + + * Registers one or more loot items + * `def` Can be a single [#Loot definition] or a list of them + +`dungeon_loot.registered_loot` + + * Table of all registered loot, not to be modified manually + +### Loot definition + + name = "item:name", + chance = 0.5, + -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen + -- due to an extra step in the selection process, 0.5 does not(!) mean that + -- on average every second chest will have this item + count = {1, 4}, + -- ^ table with minimum and maximum amounts of this item + -- optional, defaults to always single item + y = {-32768, -512}, + -- ^ table with minimum and maximum heights this item can be found at + -- optional, defaults to no height restrictions + types = {"desert"}, + -- ^ table with types of dungeons this item can be found in + -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert" + -- optional, defaults to no type restrictions + Fence API --------- @@ -182,6 +296,9 @@ 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] +`farming.registered_plants[name] = definition` + * Table of registered plants, indexed by plant name + ### Hoe Definition @@ -218,6 +335,14 @@ New node def property: * Called when fire attempts to remove a burning node. * `pos` Position of the burning node. + `on_ignite(pos, igniter)` + + * Called when Flint and steel (or a mod defined ignitor) is used on a node. + Defining it may prevent the default action (spawning flames) from triggering. + * `pos` Position of the ignited node. + * `igniter` Player that used the tool, when available. + + Give Initial Stuff API ---------------------- @@ -250,8 +375,62 @@ Give Initial Stuff API ^ Adds items to the list of items to be given +Players API +----------- + +The player API can register player models and update the player's appearence + +* `player_api.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] + * saved to player_api.registered_models + +* `player_api.registered_player_models[name]` + * Get a model's definition + * see [#Model definition] + +* `player_api.set_model(player, model_name)` + * Change a player's model + * `player`: PlayerRef + * `model_name`: model registered with player_api.register_model() + +* `player_api.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 + +* `player_api.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 + +* `player_api.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 = { + -- = {x = , y = }, + foo = {x = 0, y = 19}, + bar = {x = 20, y = 39}, + -- ... + }, + collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position + stepheight = 0.6, -- In nodes + eye_height = 1.47, -- In nodes above feet position + } + + TNT API ----------- +------- `tnt.register_tnt(definition)` @@ -261,6 +440,7 @@ TNT API * `description` A description for your TNT. * `radius` The radius within which the TNT can destroy nodes. The default is 3. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`. + * `sound` The sound played when explosion occurs. By default it is `tnt_explode`. * `disable_drops` Disable drops. By default it is set to false. * `ignore_protection` Don't check `minetest.is_protected` before removing a node. * `ignore_on_blast` Don't call `on_blast` even if a node has one. @@ -270,17 +450,20 @@ TNT API * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png". -`tnt.boom(position, definition)` +`tnt.boom(position[, definition])` ^ Create an explosion. * `position` The center of explosion. -* `definition` The TNT definion as passed to `tnt.register` - -`tnt.burn(position)` +* `definition` The TNT definion as passed to `tnt.register` with the following addition: + * `explode_center` false by default which removes TNT node on blast, when true will explode center node. -^ Ignite TNT at position +`tnt.burn(position, [nodename])` +^ Ignite node at position, triggering its `on_ignite` callback (see fire mod). +If no such callback exists, fallback to turn tnt group nodes to their +"_burning" variant. + nodename isn't required unless already known. To make dropping items from node inventories easier, you can use the following helper function from 'default': @@ -335,7 +518,7 @@ To use it, add the `on_screwdriver` function to the node definition. * `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 = screwdriver.disallow` to always disallow rotation + * use `on_rotate = false` to always disallow rotation * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation @@ -362,6 +545,110 @@ set a players home position and teleport a player to home position. * return value: false if player cannot be sent home, otherwise true +Sfinv API +--------- + +### sfinv Methods + +**Pages** + +* sfinv.set_page(player, pagename) - changes the page +* 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 ---------- @@ -408,10 +695,11 @@ Creates panes that automatically connect to each other ### Pane definition { - textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported + 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 @@ -445,83 +733,83 @@ Sounds inside the default table can be used within the sounds field of node defi * `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) -Player API ----------- -The player API can register player models and update the player's appearence +GUI and formspecs +----------------- -`default.player_register_model(name, def)` +`default.get_hotbar_bg(x, y)` - * Register a new model to be used by players. - * name: model filename such as "character.x", "foo.b3d", etc. - * def: See [#Model definition] + * Get the hotbar background as string, containing the formspec elements + * x: Horizontal position in the formspec + * y: Vertical position in the formspec -`default.registered_player_models[name]` +`default.gui_bg` - * Get a model's definition - * see [#Model definition] + * Background color formspec element -`default.player_set_model(player, model_name)` +`default.gui_bg_img` - * Change a player's model - * `player`: PlayerRef - * `model_name`: model registered with player_register_model() + * Image overlay formspec element for the background to use in formspecs -`default.player_set_animation(player, anim_name [, speed])` +`default.gui_slots` - * Applies an animation to a player - * anim_name: name of the animation. - * speed: frames per second. If nil, default from the model is used + * `listcolors` formspec element that is used to format the slots in formspecs -`default.player_set_textures(player, textures)` +`default.gui_survival_form` - * Sets player textures - * `player`: PlayerRef - * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used + * Entire formspec for the survival inventory -default.player_get_animation(player) +`default.get_furnace_active_formspec(fuel_percent, item_percent)` - * Returns a table containing fields `model`, `textures` and `animation`. - * Any of the fields of the returned table may be nil. - * player: PlayerRef + * 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 -### Model Definition +`default.get_furnace_inactive_formspec()` + + * Get the inactive furnace formspec using the defined GUI elements - { - 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 = { - -- = {x = , y = }, - foo = {x = 0, y = 19}, - bar = {x = 20, y = 39}, - -- ... - }, - } Leafdecay --------- -To enable leaf decay for a node, add it to the `leafdecay` group. +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 rating of the group determines how far from a node in the group `tree` -the node can be without decaying. +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 `param2` of the 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. +If the node is in the `leafdecay_drop` group then it will always be +dropped as an item. -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)). +`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. -If the node is in the `leafdecay_drop` group then it will always be dropped as an -item. Dyes ---- @@ -612,11 +900,97 @@ Trees * `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_new_snowy_pine_tree(pos)` - * Grows a new design snowy pine tree at pos + * `default.grow_bush(pos)` + * Grows a bush at pos + + * `default.grow_acacia_bush(pos)` + * Grows an acaia 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. + * `pos` - position of the node + * `player` - PlayerRef + * 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. + + +`on_skeleton_key_use(pos, player, newsecret)` + + * 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.