* `inventory`: `{list1 = {}, ...}}`
-----------------
+### Definitions
+* `minetest.get_node_def(nodename)`
+ * Returns [node definition](#node-definition) table of `nodename`
+* `minetest.get_item_def(itemstring)`
+ * Returns item definition table of `itemstring`
+
+#### Node Definition
+
+```lua
+ {
+ has_on_construct = bool, -- Whether the node has the on_construct callback defined
+ has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
+ has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
+ name = string, -- The name of the node e.g. "air", "default:dirt"
+ groups = table, -- The groups of the node
+ paramtype = string, -- Paramtype of the node
+ paramtype2 = string, -- ParamType2 of the node
+ drawtype = string, -- Drawtype of the node
+ mesh = <string>, -- Mesh name if existant
+ minimap_color = <Color>, -- Color of node on minimap *May not exist*
+ visual_scale = number, -- Visual scale of node
+ alpha = number, -- Alpha of the node. Only used for liquids
+ color = <Color>, -- Color of node *May not exist*
+ palette_name = <string>, -- Filename of palette *May not exist*
+ palette = <{ -- List of colors
+ Color,
+ Color
+ }>,
+ waving = number, -- 0 of not waving, 1 if waving
+ connect_sides = number, -- Used for connected nodes
+ connects_to = { -- List of nodes to connect to
+ "node1",
+ "node2"
+ },
+ post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
+ leveled = number, -- Max level for node
+ sunlight_propogates = bool, -- Whether light passes through the block
+ light_source = number, -- Light emitted by the block
+ is_ground_content = bool, -- Whether caves should cut through the node
+ walkable = bool, -- Whether the player collides with the node
+ pointable = bool, -- Whether the player can select the node
+ diggable = bool, -- Whether the player can dig the node
+ climbable = bool, -- Whether the player can climb up the node
+ buildable_to = bool, -- Whether the player can replace the node by placing a node on it
+ rightclickable = bool, -- Whether the player can place nodes pointing at this node
+ damage_per_second = number, -- HP of damage per second when the player is in the node
+ liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
+ liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
+ liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
+ liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
+ liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
+ liquid_range = <number>, -- How far the liquid flows *May not exist*
+ drowning = bool, -- Whether the player will drown in the node
+ floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
+ node_box = table, -- Nodebox to draw the node with
+ collision_box = table, -- Nodebox to set the collision area
+ selection_box = table, -- Nodebox to set the area selected by the player
+ sounds = { -- Table of sounds that the block makes
+ sound_footstep = SimpleSoundSpec,
+ sound_dig = SimpleSoundSpec,
+ sound_dug = SimpleSoundSpec
+ },
+ legacy_facedir_simple = bool, -- Whether to use old facedir
+ legacy_wallmounted = bool -- Whether to use old wallmounted
+ }
+```
+
+#### Item Definition
+
+```lua
+ {
+ name = string, -- Name of the item e.g. "default:stone"
+ description = string, -- Description of the item e.g. "Stone"
+ type = string, -- Item type: "none", "node", "craftitem", "tool"
+ inventory_image = string, -- Image in the inventory
+ wield_image = string, -- Image in wieldmesh
+ palette_image = string, -- Image for palette
+ color = Color, -- Color for item
+ wield_scale = Vector, -- Wieldmesh scale
+ stack_max = number, -- Number of items stackable together
+ usable = bool, -- Has on_use callback defined
+ liquids_pointable = bool, -- Whether you can point at liquids with the item
+ tool_capabilities = <table>, -- If the item is a tool, tool capabiltites of the item
+ groups = table, -- Groups of the item
+ sound_place = SimpleSoundSpec, -- Sound played when placed
+ sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
+ node_placement_prediction = string -- Node placed in client until server catches up
+ }
+```
+-----------------
### Chat command definition (`register_chatcommand`)
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences:
* `minetest.get_color_escape_sequence(color)`:
- * `color` is a ColorString
+ * `color` is a [ColorString](#colorstring)
* The escape sequence sets the text color to `color`
* `minetest.colorize(color, message)`:
* Equivalent to:
message ..
minetest.get_color_escape_sequence("#ffffff")`
* `color.get_background_escape_sequence(color)`
- * `color` is a ColorString
+ * `color` is a [ColorString](#colorstring)
* The escape sequence sets the background of the whole text element to
`color`. Only defined for item descriptions and tooltips.
* `color.strip_foreground_colors(str)`
To specify the value of the alpha channel, append `#AA` to the end of the color name
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits.
+
+`Color`
+-------------
+`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
#include "mg_schematic.h"
#include "noise.h"
#include "util/pointedthing.h"
+#include "debug.h" // For FATAL_ERROR
#include <json/json.h>
struct EnumString es_TileAnimationType[] =
lua_setfield(L, -2, "description");
}
+void push_item_definition_full(lua_State *L, const ItemDefinition &i)
+{
+ std::string type(es_ItemType[(int)i.type].str);
+
+ lua_newtable(L);
+ lua_pushstring(L, i.name.c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushstring(L, i.description.c_str());
+ lua_setfield(L, -2, "description");
+ lua_pushstring(L, type.c_str());
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, i.inventory_image.c_str());
+ lua_setfield(L, -2, "inventory_image");
+ lua_pushstring(L, i.wield_image.c_str());
+ lua_setfield(L, -2, "wield_image");
+ lua_pushstring(L, i.palette_image.c_str());
+ lua_setfield(L, -2, "palette_image");
+ push_ARGB8(L, i.color);
+ lua_setfield(L, -2, "color");
+ push_v3f(L, i.wield_scale);
+ lua_setfield(L, -2, "wield_scale");
+ lua_pushinteger(L, i.stack_max);
+ lua_setfield(L, -2, "stack_max");
+ lua_pushboolean(L, i.usable);
+ lua_setfield(L, -2, "usable");
+ lua_pushboolean(L, i.liquids_pointable);
+ lua_setfield(L, -2, "liquids_pointable");
+ if (i.type == ITEM_TOOL) {
+ push_tool_capabilities(L, ToolCapabilities(
+ i.tool_capabilities->full_punch_interval,
+ i.tool_capabilities->max_drop_level,
+ i.tool_capabilities->groupcaps,
+ i.tool_capabilities->damageGroups));
+ lua_setfield(L, -2, "tool_capabilities");
+ }
+ push_groups(L, i.groups);
+ lua_setfield(L, -2, "groups");
+ push_soundspec(L, i.sound_place);
+ lua_setfield(L, -2, "sound_place");
+ push_soundspec(L, i.sound_place_failed);
+ lua_setfield(L, -2, "sound_place_failed");
+ lua_pushstring(L, i.node_placement_prediction.c_str());
+ lua_setfield(L, -2, "node_placement_prediction");
+}
+
/******************************************************************************/
void read_object_properties(lua_State *L, int index,
ObjectProperties *prop, IItemDefManager *idef)
return f;
}
+void push_content_features(lua_State *L, const ContentFeatures &c)
+{
+ std::string paramtype(ScriptApiNode::es_ContentParamType[(int)c.param_type].str);
+ std::string paramtype2(ScriptApiNode::es_ContentParamType2[(int)c.param_type_2].str);
+ std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str);
+ std::string liquid_type(ScriptApiNode::es_LiquidType[(int)c.liquid_type].str);
+
+ /* Missing "tiles" because I don't see a usecase (at least not yet). */
+
+ lua_newtable(L);
+ lua_pushboolean(L, c.has_on_construct);
+ lua_setfield(L, -2, "has_on_construct");
+ lua_pushboolean(L, c.has_on_destruct);
+ lua_setfield(L, -2, "has_on_destruct");
+ lua_pushboolean(L, c.has_after_destruct);
+ lua_setfield(L, -2, "has_after_destruct");
+ lua_pushstring(L, c.name.c_str());
+ lua_setfield(L, -2, "name");
+ push_groups(L, c.groups);
+ lua_setfield(L, -2, "groups");
+ lua_pushstring(L, paramtype.c_str());
+ lua_setfield(L, -2, "paramtype");
+ lua_pushstring(L, paramtype2.c_str());
+ lua_setfield(L, -2, "paramtype2");
+ lua_pushstring(L, drawtype.c_str());
+ lua_setfield(L, -2, "drawtype");
+ if (!c.mesh.empty()) {
+ lua_pushstring(L, c.mesh.c_str());
+ lua_setfield(L, -2, "mesh");
+ }
+#ifndef SERVER
+ push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
+ lua_setfield(L, -2, "minimap_color"); // but the people need to know!
+#endif
+ lua_pushnumber(L, c.visual_scale);
+ lua_setfield(L, -2, "visual_scale");
+ lua_pushnumber(L, c.alpha);
+ lua_setfield(L, -2, "alpha");
+ if (!c.palette_name.empty()) {
+ push_ARGB8(L, c.color);
+ lua_setfield(L, -2, "color");
+
+ lua_pushstring(L, c.palette_name.c_str());
+ lua_setfield(L, -2, "palette_name");
+
+ push_palette(L, c.palette);
+ lua_setfield(L, -2, "palette");
+ }
+ lua_pushnumber(L, c.waving);
+ lua_setfield(L, -2, "waving");
+ lua_pushnumber(L, c.connect_sides);
+ lua_setfield(L, -2, "connect_sides");
+
+ lua_newtable(L);
+ u16 i = 1;
+ for (std::vector<std::string>::const_iterator it = c.connects_to.begin();
+ it != c.connects_to.end(); ++it) {
+ lua_pushlstring(L, it->c_str(), it->size());
+ lua_rawseti(L, -2, i);
+ }
+ lua_setfield(L, -2, "connects_to");
+
+ push_ARGB8(L, c.post_effect_color);
+ lua_setfield(L, -2, "post_effect_color");
+ lua_pushnumber(L, c.leveled);
+ lua_setfield(L, -2, "leveled");
+ lua_pushboolean(L, c.sunlight_propagates);
+ lua_setfield(L, -2, "sunlight_propagates");
+ lua_pushnumber(L, c.light_source);
+ lua_setfield(L, -2, "light_source");
+ lua_pushboolean(L, c.is_ground_content);
+ lua_setfield(L, -2, "is_ground_content");
+ lua_pushboolean(L, c.walkable);
+ lua_setfield(L, -2, "walkable");
+ lua_pushboolean(L, c.pointable);
+ lua_setfield(L, -2, "pointable");
+ lua_pushboolean(L, c.diggable);
+ lua_setfield(L, -2, "diggable");
+ lua_pushboolean(L, c.climbable);
+ lua_setfield(L, -2, "climbable");
+ lua_pushboolean(L, c.buildable_to);
+ lua_setfield(L, -2, "buildable_to");
+ lua_pushboolean(L, c.rightclickable);
+ lua_setfield(L, -2, "rightclickable");
+ lua_pushnumber(L, c.damage_per_second);
+ lua_setfield(L, -2, "damage_per_second");
+ if (c.isLiquid()) {
+ lua_pushstring(L, liquid_type.c_str());
+ lua_setfield(L, -2, "liquid_type");
+ lua_pushstring(L, c.liquid_alternative_flowing.c_str());
+ lua_setfield(L, -2, "liquid_alternative_flowing");
+ lua_pushstring(L, c.liquid_alternative_source.c_str());
+ lua_setfield(L, -2, "liquid_alternative_source");
+ lua_pushnumber(L, c.liquid_viscosity);
+ lua_setfield(L, -2, "liquid_viscosity");
+ lua_pushboolean(L, c.liquid_renewable);
+ lua_setfield(L, -2, "liquid_renewable");
+ lua_pushnumber(L, c.liquid_range);
+ lua_setfield(L, -2, "liquid_range");
+ }
+ lua_pushnumber(L, c.drowning);
+ lua_setfield(L, -2, "drowning");
+ lua_pushboolean(L, c.floodable);
+ lua_setfield(L, -2, "floodable");
+ push_nodebox(L, c.node_box);
+ lua_setfield(L, -2, "node_box");
+ push_nodebox(L, c.selection_box);
+ lua_setfield(L, -2, "selection_box");
+ push_nodebox(L, c.collision_box);
+ lua_setfield(L, -2, "collision_box");
+ lua_newtable(L);
+ push_soundspec(L, c.sound_footstep);
+ lua_setfield(L, -2, "sound_footstep");
+ push_soundspec(L, c.sound_dig);
+ lua_setfield(L, -2, "sound_dig");
+ push_soundspec(L, c.sound_dug);
+ lua_setfield(L, -2, "sound_dug");
+ lua_setfield(L, -2, "sounds");
+ lua_pushboolean(L, c.legacy_facedir_simple);
+ lua_setfield(L, -2, "legacy_facedir_simple");
+ lua_pushboolean(L, c.legacy_wallmounted);
+ lua_setfield(L, -2, "legacy_wallmounted");
+}
+
+/******************************************************************************/
+void push_nodebox(lua_State *L, const NodeBox &box)
+{
+ lua_newtable(L);
+ switch (box.type)
+ {
+ case NODEBOX_REGULAR:
+ lua_pushstring(L, "regular");
+ lua_setfield(L, -2, "type");
+ break;
+ case NODEBOX_LEVELED:
+ case NODEBOX_FIXED:
+ lua_pushstring(L, "fixed");
+ lua_setfield(L, -2, "type");
+ push_box(L, box.fixed);
+ lua_setfield(L, -2, "fixed");
+ break;
+ case NODEBOX_WALLMOUNTED:
+ lua_pushstring(L, "wallmounted");
+ lua_setfield(L, -2, "type");
+ push_aabb3f(L, box.wall_top);
+ lua_setfield(L, -2, "wall_top");
+ push_aabb3f(L, box.wall_bottom);
+ lua_setfield(L, -2, "wall_bottom");
+ push_aabb3f(L, box.wall_side);
+ lua_setfield(L, -2, "wall_side");
+ break;
+ case NODEBOX_CONNECTED:
+ lua_pushstring(L, "connected");
+ lua_setfield(L, -2, "type");
+ push_box(L, box.connect_top);
+ lua_setfield(L, -2, "connect_top");
+ push_box(L, box.connect_bottom);
+ lua_setfield(L, -2, "connect_bottom");
+ push_box(L, box.connect_front);
+ lua_setfield(L, -2, "connect_front");
+ push_box(L, box.connect_back);
+ lua_setfield(L, -2, "connect_back");
+ push_box(L, box.connect_left);
+ lua_setfield(L, -2, "connect_left");
+ push_box(L, box.connect_right);
+ lua_setfield(L, -2, "connect_right");
+ break;
+ default:
+ FATAL_ERROR("Invalid box.type");
+ break;
+ }
+}
+
+void push_box(lua_State *L, const std::vector<aabb3f> &box)
+{
+ lua_newtable(L);
+ u8 i = 1;
+ for (std::vector<aabb3f>::const_iterator it = box.begin();
+ it != box.end(); ++it) {
+ push_aabb3f(L, (*it));
+ lua_rawseti(L, -2, i);
+ }
+}
+
+/******************************************************************************/
+void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
+{
+ lua_createtable(L, palette->size(), 0);
+ int newTable = lua_gettop(L);
+ int index = 1;
+ std::vector<video::SColor>::const_iterator iter;
+ for (iter = palette->begin(); iter != palette->end(); ++iter) {
+ push_ARGB8(L, (*iter));
+ lua_rawseti(L, newTable, index);
+ index++;
+ }
+}
+
/******************************************************************************/
void read_server_sound_params(lua_State *L, int index,
ServerSoundParams ¶ms)
}
}
+void push_soundspec(lua_State *L, const SimpleSoundSpec &spec)
+{
+ lua_newtable(L);
+ lua_pushstring(L, spec.name.c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushnumber(L, spec.gain);
+ lua_setfield(L, -2, "gain");
+ lua_pushnumber(L, spec.fade);
+ lua_setfield(L, -2, "fade");
+}
+
/******************************************************************************/
NodeBox read_nodebox(lua_State *L, int index)
{