From: Wuzzy Date: Mon, 15 Dec 2014 19:59:20 +0000 (+0100) Subject: Rewrite lua_api.txt into Markdown format X-Git-Tag: 0.4.12~159 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=800d912b6f93b4e9e6efdc89b9e7a720807f2b1a;p=oweals%2Fminetest.git Rewrite lua_api.txt into Markdown format Just Markdown, no variant of it. File name intentionally not changed to “lua_api.md” because of fear to break references to that file. The file can still be renamed later. --- diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 642ac4130..07d756aa4 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1,10 +1,10 @@ Minetest Lua Modding API Reference 0.4.11 -======================================== -More information at http://www.minetest.net/ -Developer Wiki: http://dev.minetest.net/ +========================================= +* More information at +* Developer Wiki: Introduction -------------- +------------ Content and functionality can be added to Minetest 0.4 by using Lua scripting in run-time loaded mods. @@ -19,40 +19,47 @@ functionality in the engine and API. You can send such improvements as source code patches to . Programming in Lua -------------------- -If you have any difficulty in understanding this, please read: - http://www.lua.org/pil/ +------------------ +If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/). Startup --------- +------- Mods are loaded during server startup from the mod load paths by running -the init.lua scripts in a shared environment. +the `init.lua` scripts in a shared environment. Paths ----- -RUN_IN_PLACE=1: (Windows release, local build) - $path_user: Linux: - Windows: - $path_share: Linux: - Windows: - -RUN_IN_PLACE=0: (Linux release) - $path_share: Linux: /usr/share/minetest - Windows: /minetest-0.4.x - $path_user: Linux: ~/.minetest - Windows: C:/users//AppData/minetest (maybe) +* `RUN_IN_PLACE=1` (Windows release, local build) + * `$path_user`: + * Linux: `` + * Windows: `` + * `$path_share` + * Linux: `` + * Windows: `` +* `RUN_IN_PLACE=0`: (Linux release) + * `$path_share` + * Linux: `/usr/share/minetest` + * Windows: `/minetest-0.4.x` + * `$path_user`: + * Linux: `$HOME/.minetest` + * Windows: `C:/users//AppData/minetest` (maybe) Games ----- Games are looked up from: - $path_share/games/gameid/ - $path_user/games/gameid/ -where gameid is unique to each game. -The game directory contains the file game.conf, which contains these fields: - name = +* `$path_share/games/gameid/` +* `$path_user/games/gameid/` + +where `gameid` is unique to each game. + +The game directory contains the file `game.conf`, which contains these fields: + + name = + e.g. - name = Minetest + + name = Minetest The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game. @@ -60,21 +67,24 @@ to set default settings when running the particular game. Mod load path ------------- Generic: - $path_share/games/gameid/mods/ - $path_share/mods/ - $path_user/games/gameid/mods/ - $path_user/mods/ <-- User-installed mods - $worldpath/worldmods/ + +* `$path_share/games/gameid/mods/` +* `$path_share/mods/` +* `$path_user/games/gameid/mods/` +* `$path_user/mods/` (User-installed mods) +* `$worldpath/worldmods/` In a run-in-place version (e.g. the distributed windows version): - minetest-0.4.x/games/gameid/mods/ - minetest-0.4.x/mods/ <-- User-installed mods - minetest-0.4.x/worlds/worldname/worldmods/ + +* `minetest-0.4.x/games/gameid/mods/` +* `minetest-0.4.x/mods/` (User-installed mods) +* `minetest-0.4.x/worlds/worldname/worldmods/` On an installed version on Linux: - /usr/share/minetest/games/gameid/mods/ - ~/.minetest/mods/ <-- User-installed mods - ~/.minetest/worlds/worldname/worldmods + +* `/usr/share/minetest/games/gameid/mods/` +* `$HOME/.minetest/mods/` (User-installed mods) +* `$HOME/.minetest/worlds/worldname/worldmods` Mod load path for world-specific games -------------------------------------- @@ -84,263 +94,327 @@ games are loaded or checked from anywhere else. This is useful for e.g. adventure worlds. This happens if the following directory exists: - $world/game/ + + $world/game/ Mods should be then be placed in: - $world/game/mods/ + + $world/game/mods/ Modpack support ---------------- Mods can be put in a subdirectory, if the parent directory, which otherwise -should be a mod, contains a file named modpack.txt. This file shall be -empty, except for lines starting with #, which are comments. +should be a mod, contains a file named `modpack.txt`. This file shall be +empty, except for lines starting with `#`, which are comments. Mod directory structure ------------------------ -mods -|-- modname -| |-- depends.txt -| |-- screenshot.png -| |-- description.txt -| |-- init.lua -| |-- models -| |-- textures -| | |-- modname_stuff.png -| | `-- modname_something_else.png -| |-- sounds -| |-- media -| `-- -`-- another - -modname: - The location of this directory can be fetched by using - minetest.get_modpath(modname) - -depends.txt: - List of mods that have to be loaded before loading this mod. - A single line contains a single modname. - - Optional dependencies can be defined by appending a question mark - to a single modname. Their meaning is that if the specified mod - is missing, that does not prevent this mod from being loaded. - -screenshot.png: - A screenshot shown in modmanager within mainmenu. - -description.txt: - File containing description to be shown within mainmenu. - -init.lua: - The main Lua script. Running this script should register everything it - wants to register. Subsequent execution depends on minetest calling the - registered callbacks. - - minetest.setting_get(name) and minetest.setting_getbool(name) can be used - to read custom or existing settings at load time, if necessary. - -models: - Models for entities or meshnodes. - -textures, sounds, media: - Media files (textures, sounds, whatever) that will be transferred to the - client and will be available for use by the mod. + + mods + |-- modname + | |-- depends.txt + | |-- screenshot.png + | |-- description.txt + | |-- init.lua + | |-- models + | |-- textures + | | |-- modname_stuff.png + | | `-- modname_something_else.png + | |-- sounds + | |-- media + | `-- + `-- another + + +### modname +The location of this directory can be fetched by using +`minetest.get_modpath(modname)`. + +### `depends.txt` +List of mods that have to be loaded before loading this mod. + +A single line contains a single modname. + +Optional dependencies can be defined by appending a question mark +to a single modname. Their meaning is that if the specified mod +is missing, that does not prevent this mod from being loaded. + +### `screenshot.png` +A screenshot shown in modmanager within mainmenu. + +### `description.txt` +A File containing description to be shown within mainmenu. + +### `init.lua` +The main Lua script. Running this script should register everything it +wants to register. Subsequent execution depends on minetest calling the +registered callbacks. + +`minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used +to read custom or existing settings at load time, if necessary. + +### `models` +Models for entities or meshnodes. + +### `textures`, `sounds`, `media` +Media files (textures, sounds, whatever) that will be transferred to the +client and will be available for use by the mod. Naming convention for registered textual names ---------------------------------------------- Registered names should generally be in this format: - "modname:" ( can have characters a-zA-Z0-9_) + + "modname:" ( can have characters a-zA-Z0-9_) This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. -Example: mod "experimental", ideal item/node/entity name "tnt": - -> the name should be "experimental:tnt". +### Example +In the mod `experimental`, there is the ideal item/node/entity name `tnt`. +So the name should be `experimental:tnt`. -Enforcement can be overridden by prefixing the name with ":". This can +Enforcement can be overridden by prefixing the name with `:`. This can be used for overriding the registrations of some other mod. -Example: Any mod can redefine experimental:tnt by using the name - ":experimental:tnt" when registering it. -(also that mod is required to have "experimental" as a dependency) +Example: Any mod can redefine `experimental:tnt` by using the name -The ":" prefix can also be used for maintaining backwards compatibility. + :experimental:tnt -Aliases -------- -Aliases can be added by using minetest.register_alias(name, convert_to) +when registering it. +(also that mod is required to have `experimental` as a dependency) + +The `:` prefix can also be used for maintaining backwards compatibility. + +### Aliases +Aliases can be added by using `minetest.register_alias(name, convert_to)`. This will make Minetest to convert things called name to things called -convert_to. +`convert_to`. This can be used for maintaining backwards compatibility. This can be also used for setting quick access names for things, e.g. if -you have an item called epiclylongmodname:stuff, you could do - minetest.register_alias("stuff", "epiclylongmodname:stuff") -and be able to use "/giveme stuff". +you have an item called `epiclylongmodname:stuff`, you could do + + minetest.register_alias("stuff", "epiclylongmodname:stuff") + +and be able to use `/giveme stuff`. Textures -------- -Mods should generally prefix their textures with modname_, e.g. given -the mod name "foomod", a texture could be called - "foomod_foothing.png" +Mods should generally prefix their textures with `modname_`, e.g. given +the mod name `foomod`, a texture could be called: + + foomod_foothing.png Textures are referred to by their complete name, or alternatively by stripping out the file extension: - e.g. foomod_foothing.png - e.g. foomod_foothing + +* e.g. `foomod_foothing.png` +* e.g. `foomod_foothing` Texture modifiers ----------------- There are various texture modifiers that can be used to generate textures on-the-fly. -Texture overlaying: - Textures can be overlaid by putting a ^ between them. - Example: default_dirt.png^default_grass_side.png - default_grass_side.png is overlayed over default_dirt.png - -Texture grouping: - Textures can be grouped together by enclosing them in ( and ). - Example: cobble.png^(thing1.png^thing2.png) - A texture for 'thing1.png^thing2.png' is created and the resulting - texture is overlaid over cobble.png. - -Advanced texture modifiers: - [crack::

- n = animation frame count, p = current animation frame - Draw a step of the crack animation on the texture. - Example: default_cobble.png^[crack:10:1 - - [combine:x:,=:,= - w = width, h = height, x1/x2 = x position, y1/y1 = y position, - file1/file2 = texture to combine - Create a texture of size x and blit to (,) - and blit to (,). - Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png - - [brighten - Brightens the texture. - Example: tnt_tnt_side.png^[brighten - - [noalpha - Makes the texture completely opaque. - Example: default_leaves.png^[noalpha - - [makealpha:,, - Convert one color to transparency. - Example: default_cobble.png^[makealpha:128,128,128 - - [transform - t = transformation(s) to apply - Rotates and/or flips the image. - can be a number (between 0 and 7) or a transform name. - Rotations are counter-clockwise. - 0 I identity - 1 R90 rotate by 90 degrees - 2 R180 rotate by 180 degrees - 3 R270 rotate by 270 degrees - 4 FX flip X - 5 FXR90 flip X then rotate by 90 degrees - 6 FY flip Y - 7 FYR90 flip Y then rotate by 90 degrees - Example: default_stone.png^[transformFXR90 - - [inventorycube{{{ - '^' is replaced by '&' in texture names - Create an inventory cube texture using the side textures. - Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png - Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and - 'dirt.png^grass_side.png' textures - - [lowpart:: - Blit the lower % part of on the texture: - Example: base.png^[lowpart:25:overlay.png - - [verticalframe:: - t = animation frame count, n = current animation frame - Crops the texture to a frame of a vertical animation. - Example: default_torch_animated.png^[verticalframe:16:8 - - [mask: - Apply a mask to the base image. - The mask is applied using binary AND. - - [colorize: - Colorize the textures with given color - as ColorString +### Texture overlaying +Textures can be overlaid by putting a `^` between them. + +Example: + + default_dirt.png^default_grass_side.png + +`default_grass_side.png` is overlayed over `default_dirt.png`. + +### Texture grouping +Textures can be grouped together by enclosing them in `(` and `)`. + +Example: `cobble.png^(thing1.png^thing2.png)` + +A texture for `thing1.png^thing2.png` is created and the resulting +texture is overlaid over `cobble.png`. + +### Advanced texture modifiers + +#### `[crack::

` +* `` = animation frame count +* `

` = current animation frame + +Draw a step of the crack animation on the texture. + +Example: + + default_cobble.png^[crack:10:1 + +#### `[combine:x:,=:,=` +* `` = width +* `` = height +* ``/`` = x positions +* ``/`` = y positions +* ``/`` = textures to combine + +Create a texture of size `` times `` and blit `` to (``,``) +and blit `` to (``,``). + +Example: + + [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png + +#### `[brighten` +Brightens the texture. + +Example: + + tnt_tnt_side.png^[brighten + +#### `[noalpha` +Makes the texture completely opaque. + +Example: + + default_leaves.png^[noalpha + +#### `[makealpha:,,` +Convert one color to transparency. + +Example: + + default_cobble.png^[makealpha:128,128,128 + +#### `[transform` +* `` = transformation(s) to apply + +Rotates and/or flips the image. + +`` can be a number (between 0 and 7) or a transform name. +Rotations are counter-clockwise. + + 0 I identity + 1 R90 rotate by 90 degrees + 2 R180 rotate by 180 degrees + 3 R270 rotate by 270 degrees + 4 FX flip X + 5 FXR90 flip X then rotate by 90 degrees + 6 FY flip Y + 7 FYR90 flip Y then rotate by 90 degrees + +Example: + + default_stone.png^[transformFXR90 + +#### `[inventorycube{{{` +`^` is replaced by `&` in texture names. + +Create an inventory cube texture using the side textures. + +Example: + + [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png + +Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and +`dirt.png^grass_side.png` textures + +#### `[lowpart::` +Blit the lower ``% part of `` on the texture. + +Example: + + base.png^[lowpart:25:overlay.png + +#### `[verticalframe::` +* `` = animation frame count +* `` = current animation frame + +Crops the texture to a frame of a vertical animation. + +Example: + + default_torch_animated.png^[verticalframe:16:8 + +#### `[mask:` +Apply a mask to the base image. + +The mask is applied using binary AND. + +#### `[colorize:` +Colorize the textures with the given color. +`` is specified as a `ColorString`. Sounds -------- -Only OGG Vorbis files are supported. +------ +Only Ogg Vorbis files are supported. For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally. -Mods should generally prefix their sounds with modname_, e.g. given -the mod name "foomod", a sound could be called - "foomod_foosound.ogg" +Mods should generally prefix their sounds with `modname_`, e.g. given +the mod name "`foomod`", a sound could be called: + + foomod_foosound.ogg Sounds are referred to by their name with a dot, a single digit and the -file extension stripped out. When a sound is played, the actual sound file +file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds. -When playing the sound "foomod_foosound", the sound is chosen randomly +When playing the sound `foomod_foosound`, the sound is chosen randomly from the available ones of the following files: - foomod_foosound.ogg - foomod_foosound.0.ogg - foomod_foosound.1.ogg - ... - foomod_foosound.9.ogg + +* `foomod_foosound.ogg` +* `foomod_foosound.0.ogg` +* `foomod_foosound.1.ogg` +* (...) +* `foomod_foosound.9.ogg` Examples of sound parameter tables: --- Play location-less on all clients -{ - gain = 1.0, -- default -} --- Play location-less to a player -{ - to_player = name, - gain = 1.0, -- default -} --- Play in a location -{ - pos = {x=1,y=2,z=3}, - gain = 1.0, -- default - max_hear_distance = 32, -- default -} --- Play connected to an object, looped -{ - object = , - gain = 1.0, -- default - max_hear_distance = 32, -- default - loop = true, -- only sounds connected to objects can be looped -} - -SimpleSoundSpec: -e.g. "" -e.g. "default_place_node" -e.g. {} -e.g. {name="default_place_node"} -e.g. {name="default_place_node", gain=1.0} + + -- Play location-less on all clients + { + gain = 1.0, -- default + } + -- Play location-less to a player + { + to_player = name, + gain = 1.0, -- default + } + -- Play in a location + { + pos = {x=1,y=2,z=3}, + gain = 1.0, -- default + max_hear_distance = 32, -- default + } + -- Play connected to an object, looped + { + object = , + gain = 1.0, -- default + max_hear_distance = 32, -- default + loop = true, -- only sounds connected to objects can be looped + } + +### `SimpleSoundSpec` +* e.g. `""` +* e.g. `"default_place_node"` +* e.g. `{}` +* e.g. `{name="default_place_node"}` +* e.g. `{name="default_place_node", gain=1.0}` Registered definitions of stuff --------------------------------- -Anything added using certain minetest.register_* functions get added to -the global minetest.registered_* tables. +------------------------------- +Anything added using certain `minetest.register_*` functions get added to +the global `minetest.registered_*` tables. -minetest.register_entity(name, prototype table) - -> minetest.registered_entities[name] +* `minetest.register_entity(name, prototype table)` + * added to `minetest.registered_entities[name]` -minetest.register_node(name, node definition) - -> minetest.registered_items[name] - -> minetest.registered_nodes[name] +* `minetest.register_node(name, node definition)` + * added to `minetest.registered_items[name]` + * added to `minetest.registered_nodes[name]` -minetest.register_tool(name, item definition) - -> minetest.registered_items[name] +* `minetest.register_tool(name, item definition)` + * added to `minetest.registered_items[name]` -minetest.register_craftitem(name, item definition) - -> minetest.registered_items[name] +* `minetest.register_craftitem(name, item definition)` + * added to `minetest.registered_items[name]` Note that in some cases you will stumble upon things that are not contained in these tables (e.g. when a mod has been removed). Always check for @@ -348,186 +422,217 @@ existence before trying to access the fields. Example: If you want to check the drawtype of a node, you could do: -local function get_nodedef_field(nodename, fieldname) - if not minetest.registered_nodes[nodename] then - return nil + local function get_nodedef_field(nodename, fieldname) + if not minetest.registered_nodes[nodename] then + return nil + end + return minetest.registered_nodes[nodename][fieldname] end - return minetest.registered_nodes[nodename][fieldname] -end -local drawtype = get_nodedef_field(nodename, "drawtype") + local drawtype = get_nodedef_field(nodename, "drawtype") -Example: minetest.get_item_group(name, group) has been implemented as: +Example: `minetest.get_item_group(name, group)` has been implemented as: -function minetest.get_item_group(name, group) - if not minetest.registered_items[name] or not - minetest.registered_items[name].groups[group] then - return 0 + function minetest.get_item_group(name, group) + if not minetest.registered_items[name] or not + minetest.registered_items[name].groups[group] then + return 0 + end + return minetest.registered_items[name].groups[group] end - return minetest.registered_items[name].groups[group] -end Nodes ------- +----- Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static. The definition of a node is stored and can be accessed by name in - minetest.registered_nodes[node.name] + + minetest.registered_nodes[node.name] + See "Registered definitions of stuff". Nodes are passed by value between Lua and the engine. They are represented by a table: - {name="name", param1=num, param2=num} -param1 and param2 are 8 bit integers. The engine uses them for certain + {name="name", param1=num, param2=num} + +`param1` and `param2` are 8-bit integers. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values. -The functions of param1 and param2 are determined by certain fields in the +The functions of `param1` and `param2` are determined by certain fields in the node definition: -param1 is reserved for the engine when paramtype != "none": - paramtype = "light" - ^ The value stores light with and without sun in it's - upper and lower 4 bits. -param2 is reserved for the engine when any of these are used: - liquidtype == "flowing" - ^ The level and some flags of the liquid is stored in param2 - drawtype == "flowingliquid" - ^ The drawn liquid level is read from param2 - drawtype == "torchlike" - drawtype == "signlike" - paramtype2 == "wallmounted" - ^ The rotation of the node is stored in param2. You can make this value - by using minetest.dir_to_wallmounted(). - paramtype2 == "facedir" - ^ The rotation of the node is stored in param2. Furnaces and chests are - rotated this way. Can be made by using minetest.dir_to_facedir(). - Values range 0 - 23 - facedir modulo 4 = axisdir - 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y- - facedir's two less significant bits are rotation around the axis - paramtype2 == "leveled" - collision_box = { - type = "fixed", - fixed = { - {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, - }, - }, - ^ defines list of collision boxes for the node. If empty, collision boxes - will be the same as nodeboxes, in case of any other nodes will be full cube - as in the example above. - + +`param1` is reserved for the engine when `paramtype != "none"`: + + paramtype = "light" + ^ The value stores light with and without sun in it's + upper and lower 4 bits. + +`param2` is reserved for the engine when any of these are used: + + liquidtype == "flowing" + ^ The level and some flags of the liquid is stored in param2 + drawtype == "flowingliquid" + ^ The drawn liquid level is read from param2 + drawtype == "torchlike" + drawtype == "signlike" + paramtype2 == "wallmounted" + ^ The rotation of the node is stored in param2. You can make this value + by using minetest.dir_to_wallmounted(). + paramtype2 == "facedir" + ^ The rotation of the node is stored in param2. Furnaces and chests are + rotated this way. Can be made by using minetest.dir_to_facedir(). + Values range 0 - 23 + facedir modulo 4 = axisdir + 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y- + facedir's two less significant bits are rotation around the axis + paramtype2 == "leveled" + collision_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, + }, + }, + ^ defines list of collision boxes for the node. If empty, collision boxes + will be the same as nodeboxes, in case of any other nodes will be full cube + as in the example above. + Nodes can also contain extra data. See "Node Metadata". Node drawtypes --------------- There are a bunch of different looking node types. -Look for examples in games/minimal or games/minetest_game. - -- normal -- airlike -- liquid -- flowingliquid -- glasslike -- glasslike_framed -- glasslike_framed_optional -- allfaces -- allfaces_optional -- torchlike -- signlike -- plantlike -- firelike -- fencelike -- raillike -- nodebox -- See below. EXPERIMENTAL -- mesh -- use models for nodes - -*_optional drawtypes need less rendering time if deactivated (always client side) +Look for examples in `games/minimal` or `games/minetest_game`. + +* `normal` +* `airlike` +* `liquid` +* `flowingliquid` +* `glasslike` +* `glasslike_framed` +* `glasslike_framed_optional` +* `allfaces` +* `allfaces_optional` +* `torchlike` +* `signlike` +* `plantlike` +* `firelike` +* `fencelike` +* `raillike` +* `nodebox` -- See below. (**Experimental!**) +* `mesh` -- use models for nodes + +`*_optional` drawtypes need less rendering time if deactivated (always client side). Node boxes ----------- Node selection boxes are defined using "node boxes" -The "nodebox" node drawtype allows defining visual of nodes consisting of +The `nodebox` node drawtype allows defining visual of nodes consisting of arbitrary number of boxes. It allows defining stuff like stairs. Only the -"fixed" and "leveled" box type is supported for these. -^ Please note that this is still experimental, and may be incompatibly - changed in the future. +`fixed` and `leveled` box type is supported for these. + +Please note that this is still experimental, and may be incompatibly +changed in the future. A nodebox is defined as any of: -{ - -- A normal cube; the default in most things - type = "regular" -} -{ - -- A fixed box (facedir param2 is used, if applicable) - type = "fixed", - fixed = box OR {box1, box2, ...} -} -{ - -- A box like the selection box for torches - -- (wallmounted param2 is used, if applicable) - type = "wallmounted", - wall_top = box, - wall_bottom = box, - wall_side = box -} - -A box is defined as: - {x1, y1, z1, x2, y2, z2} + + { + -- A normal cube; the default in most things + type = "regular" + } + { + -- A fixed box (facedir param2 is used, if applicable) + type = "fixed", + fixed = box OR {box1, box2, ...} + } + { + -- A box like the selection box for torches + -- (wallmounted param2 is used, if applicable) + type = "wallmounted", + wall_top = box, + wall_bottom = box, + wall_side = box + } + +A `box` is defined as: + + {x1, y1, z1, x2, y2, z2} + A box of a regular node would look like: - {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, -type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2 + {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, + +`type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically +set to level from `param2`. Meshes ------------ -If drawtype "mesh" is used tiles should hold model materials textures. -Only static meshes are implemented. +------ +If drawtype `mesh` is used, tiles should hold model materials textures. +Only static meshes are implemented. For supported model formats see Irrlicht engine documentation. Noise Parameters --------------------- -Noise Parameters, or commonly called NoiseParams, define the properties of perlin noise. - - offset - Offset that the noise is translated by (i.e. added) after calculation. - - scale - Factor that the noise is scaled by (i.e. multiplied) after calculation. - - spread - Vector containing values by which each coordinate is divided by before calculation. - Higher spread values result in larger noise features. - A value of {x=250, y=250, z=250} is common. - - seed - Random seed for the noise. Add the world seed to a seed offset for world-unique noise. - In the case of minetest.get_perlin(), this value has the world seed automatically added. - - octaves - Number of times the noise gradient is accumulated into the noise. - Increase this number to increase the amount of detail in the resulting noise. - A value of 6 is common. - - persistence - Factor by which the effect of the noise gradient function changes with each successive octave. - Values less than 1 make the details of successive octaves' noise diminish, while values - greater than 1 make successive octaves stronger. - A value of 0.6 is common. - - lacunarity - Factor by which the noise feature sizes change with each successive octave. - A value of 2.0 is common. - - flags - Leave this field unset for no special handling. - Currently supported are: - - defaults - Specify this if you would like to keep auto-selection of eased/not-eased while specifying - some other flags. - - eased - Maps noise gradient values onto a quintic S-curve before performing interpolation. - This results in smooth, rolling noise. Disable this ("noeased") for sharp-looking noise. - If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased. - - absvalue - Accumulates the absolute value of each noise gradient result. +---------------- +Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise. + +### `offset` +Offset that the noise is translated by (i.e. added) after calculation. + +### `scale` +Factor that the noise is scaled by (i.e. multiplied) after calculation. + +### `spread` +Vector containing values by which each coordinate is divided by before calculation. +Higher spread values result in larger noise features. + +A value of `{x=250, y=250, z=250}` is common. + +### `seed` +Random seed for the noise. Add the world seed to a seed offset for world-unique noise. +In the case of `minetest.get_perlin()`, this value has the world seed automatically added. + +### `octaves` +Number of times the noise gradient is accumulated into the noise. + +Increase this number to increase the amount of detail in the resulting noise. + +A value of `6` is common. + +### `persistence` +Factor by which the effect of the noise gradient function changes with each successive octave. + +Values less than `1` make the details of successive octaves' noise diminish, while values +greater than `1` make successive octaves stronger. + +A value of `0.6` is common. + +### `lacunarity` +Factor by which the noise feature sizes change with each successive octave. + +A value of `2.0` is common. + +### `flags` +Leave this field unset for no special handling. + +Currently supported are `defaults`, `eased` and `absvalue`. + +#### `defaults` +Specify this if you would like to keep auto-selection of eased/not-eased while specifying +some other flags. + +#### `eased` +Maps noise gradient values onto a quintic S-curve before performing interpolation. +This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise. +If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased. + +#### `absvalue` +Accumulates the absolute value of each noise gradient result. Noise parameters format example for 2D or 3D perlin noise or perlin noise maps: np_terrain = { @@ -545,508 +650,592 @@ Noise parameters format example for 2D or 3D perlin noise or perlin noise maps: Ore types ---------------- +--------- These tell in what manner the ore is generated. + All default ores are of the uniformly-distributed scatter type. - - scatter - Randomly chooses a location and generates a cluster of ore. - If noise_params is specified, the ore will be placed if the 3d perlin noise at - that point is greater than the noise_threshold, giving the ability to create a non-equal - distribution of ore. - - sheet - Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params. - The relative height of the sheet can be controlled by the same perlin noise as well, by specifying - a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or - scale when comparing against the noise threshold, but scale is used to determine relative height. - The height of the blob is randomly scattered, with a maximum height of clust_size. - clust_scarcity and clust_num_ores are ignored. - This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. - - blob - Creates a deformed sphere blobs of ore according to 3d perlin noise described by noise_params. The - maximum size of the blob is clust_size, and clust_scarcity has the same meaning as with scatter type. - - vein - Creates veins of ore varying in density by according to the intersection of two instances 3d perlin - noise with diffferent seeds both described by noise_params. random_factor varies the influence random - chance has on placement of an ore inside the vein, which is 1 by default. Note that modifying this - parameter may require adjusting noise_threshhold. The parameters clust_scarcity, clust_num_ores, and - clust_size are ignored by this ore type. This ore type is difficult to control since it is sensitive - to small changes. The following is a decent set of parameters to work from: - noise_params = { - offset = 0, - scale = 3, - spread = {x=200, y=200, z=200}, - seed = 5390, - octaves = 4, - persist = 0.5, - flags = "eased", - }, - noise_threshhold = 1.6 - WARNING: Use this ore type *very* sparingly since it is ~200x more computationally expensive than - any other ore. +### `scatter` +Randomly chooses a location and generates a cluster of ore. + +If `noise_params` is specified, the ore will be placed if the 3D perlin noise at +that point is greater than the `noise_threshold`, giving the ability to create a non-equal +distribution of ore. + +### `sheet` +Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`. +The relative height of the sheet can be controlled by the same perlin noise as well, by specifying +a non-zero `scale` parameter in `noise_params`. + +**IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise +threshold, but scale is used to determine relative height. +The height of the blob is randomly scattered, with a maximum height of `clust_size`. + +`clust_scarcity` and `clust_num_ores` are ignored. + +This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. + +### `blob` +Creates a deformed sphere of ore according to 3d perlin noise described by +`noise_params`. The maximum size of the blob is `clust_size`, and +`clust_scarcity` has the same meaning as with the `scatter` type. +### `vein +Creates veins of ore varying in density by according to the intersection of two +instances of 3d perlin noise with diffferent seeds, both described by +`noise_params`. `random_factor` varies the influence random chance has on +placement of an ore inside the vein, which is `1` by default. Note that +modifying this parameter may require adjusting `noise_threshhold`. +The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored +by this ore type. This ore type is difficult to control since it is sensitive +to small changes. The following is a decent set of parameters to work from: + + noise_params = { + offset = 0, + scale = 3, + spread = {x=200, y=200, z=200}, + seed = 5390, + octaves = 4, + persist = 0.5, + flags = "eased", + }, + noise_threshhold = 1.6 + +WARNING: Use this ore type *very* sparingly since it is ~200x more +computationally expensive than any other ore. Ore attributes -------------------- -See section Flag Specifier Format. -Currently supported flags: absheight - - absheight - Also produce this same ore between the height range of -height_max and -height_min. - Useful for having ore in sky realms without having to duplicate ore entries. +-------------- +See section "Flag Specifier Format". + +Currently supported flags: `absheight` + +### `absheight` +Also produce this same ore between the height range of `-height_max` and `-height_min`. + +Useful for having ore in sky realms without having to duplicate ore entries. Decoration types -------------------- +---------------- The varying types of decorations that can be placed. -The default value is simple, and is currently the only type supported. -- simple - Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration - list is specified). Can specify a certain node it must spawn next to, such as water or lava, - for example. Can also generate a decoration of random height between a specified lower and - upper bound. This type of decoration is intended for placement of grass, flowers, cacti, - papyrus, and so on. -- schematic - Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a - probability of a node randomly appearing when placed. This decoration type is intended to be used - for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on. +The default value is `simple`, and is currently the only type supported. + +### `simple` +Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a +decoration list is specified). Can specify a certain node it must spawn next to, such as water or +lava, for example. Can also generate a decoration of random height between a specified lower and +upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri, +and so on. + +### `schematic` +Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a +probability of a node randomly appearing when placed. This decoration type is intended to be used +for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on. Schematic specifier -------------------- - A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts) +A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`) or through raw data supplied through Lua, in the form of a table. This table must specify two fields: - - The 'size' field is a 3d vector containing the dimensions of the provided schematic. - - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]]. -Important: The default value for param1 in MapNodes here is 255, which represents "always place". -In the bulk MapNode data, param1, instead of the typical light values, instead represents the +* The `size` field is a 3D vector containing the dimensions of the provided schematic. +* The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`. + +**Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place". + +In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the probability of that node appearing in the structure. -When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255: - - A probability value of 0 means that node will never appear (0% chance). - - A probability value of 255 means the node will always appear (100% chance). - - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node - will appear when the schematic is placed on the map. -Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration. +When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`: + +* A probability value of `0` means that node will never appear (0% chance). +* A probability value of `255` means the node will always appear (100% chance). +* If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node + will appear when the schematic is placed on the map. + +**Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration. Schematic attributes ---------------------- -See section Flag Specifier Format. -Currently supported flags: place_center_x, place_center_y, place_center_z - - place_center_x - Placement of this decoration is centered along the X axis. - - place_center_y - Placement of this decoration is centered along the Y axis. - - place_center_z - Placement of this decoration is centered along the Z axis. +-------------------- +See section "Flag Specifier Format". + +Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`. + +* `place_center_x`: Placement of this decoration is centered along the X axis. +* `place_center_y`: Placement of this decoration is centered along the Y axis. +* `place_center_z`: Placement of this decoration is centered along the Z axis. HUD element types -------------------- +----------------- The position field is used for all element types. + To account for differing resolutions, the position coordinates are the percentage of the screen, -ranging in value from 0 to 1. +ranging in value from `0` to `1`. + The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn. -0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top. -The alignment field specifies how the item will be aligned. It ranges from -1 to 1, -with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional -values can be used. -The offset field specifies a pixel offset from the position. Contrary to position, + +`0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom, +and `3` draws from bottom to top. + +The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`, +with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down. +Fractional values can be used. + +The `offset` field specifies a pixel offset from the position. Contrary to position, the offset is not scaled to screen size. This allows for some precisely-positioned items in the HUD. -Note offset WILL adapt to screen dpi as well as user defined scaling factor! + +**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor! + Below are the specific uses for fields in each type; fields not listed for that type are ignored. -Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages. - -- image - Displays an image on the HUD. - - scale: The scale of the image, with 1 being the original texture size. - Only the X coordinate scale is used (positive values) - Negative values represent that percentage of the screen it - should take; e.g. x=-100 means 100% (width) - - text: The name of the texture that is displayed. - - alignment: The alignment of the image. - - offset: offset in pixels from position. -- text - Displays text on the HUD. - - scale: Defines the bounding rectangle of the text. - A value such as {x=100, y=100} should work. - - text: The text to be displayed in the HUD element. - - number: An integer containing the RGB value of the color used to draw the text. - Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on. - - alignment: The alignment of the text. - - offset: offset in pixels from position. -- statbar - Displays a horizontal bar made up of half-images. - - text: The name of the texture that is used. - - number: The number of half-textures that are displayed. - If odd, will end with a vertically center-split texture. - - direction - - offset: offset in pixels from position. - - size: If used will force full-image size to this value (override texture pack image size) -- inventory - - text: The name of the inventory list to be displayed. - - number: Number of items in the inventory to be displayed. - - item: Position of item that is selected. - - direction -- waypoint - Displays distance to selected world position. - - name: The name of the waypoint. - - text: Distance suffix. Can be blank. - - number: An integer containing the RGB value of the color used to draw the text. - - world_pos: World position of the waypoint. +**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages. + +### `image` +Displays an image on the HUD. + +* `scale`: The scale of the image, with 1 being the original texture size. + Only the X coordinate scale is used (positive values). + Negative values represent that percentage of the screen it + should take; e.g. `x=-100` means 100% (width). +* `text`: The name of the texture that is displayed. +* `alignment`: The alignment of the image. +* `offset`: offset in pixels from position. + +### `text` +Displays text on the HUD. + +* `scale`: Defines the bounding rectangle of the text. + A value such as `{x=100, y=100}` should work. +* `text`: The text to be displayed in the HUD element. +* `number`: An integer containing the RGB value of the color used to draw the text. + Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on. +* `alignment`: The alignment of the text. +* `offset`: offset in pixels from position. + +### `statbar` +Displays a horizontal bar made up of half-images. + +* `text`: The name of the texture that is used. +* `number`: The number of half-textures that are displayed. + If odd, will end with a vertically center-split texture. +* `direction` +* `offset`: offset in pixels from position. +* `size`: If used, will force full-image size to this value (override texture pack image size) + +### `inventory` +* `text`: The name of the inventory list to be displayed. +* `number`: Number of items in the inventory to be displayed. +* `item`: Position of item that is selected. +* `direction` + +### `waypoint` +Displays distance to selected world position. + +* `name`: The name of the waypoint. +* `text`: Distance suffix. Can be blank. +* `number:` An integer containing the RGB value of the color used to draw the text. +* `world_pos`: World position of the waypoint. Representations of simple things -------------------------------- -Position/vector: - {x=num, y=num, z=num} + +### Position/vector + + {x=num, y=num, z=num} + For helper functions see "Vector helpers". -pointed_thing: - {type="nothing"} - {type="node", under=pos, above=pos} - {type="object", ref=ObjectRef} +### `pointed_thing` +* `{type="nothing"}` +* `{type="node", under=pos, above=pos}` +* `{type="object", ref=ObjectRef}` Flag Specifier Format ------------------------ +--------------------- Flags using the standardized flag specifier format can be specified in either of two ways, by string or table. + The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored. -Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly +Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly clears the flag from whatever the default may be. + In addition to the standard string flag format, the schematic flags field can also be a table of flag names -to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name -prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset. +to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name +prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset. + +E.g. A flag field of value + + {place_center_x = true, place_center_y=false, place_center_z=true} -e.g. A flag field of value - {place_center_x = true, place_center_y=false, place_center_z=true} is equivalent to - {place_center_x = true, noplace_center_y=true, place_center_z=true} + + {place_center_x = true, noplace_center_y=true, place_center_z=true} + which is equivalent to - "place_center_x, noplace_center_y, place_center_z" + + "place_center_x, noplace_center_y, place_center_z" + or even - "place_center_x, place_center_z" + + "place_center_x, place_center_z" + since, by default, no schematic attributes are set. Items ------- -Node (register_node): - A node from the world -Tool (register_tool): - A tool/weapon that can dig and damage things according to tool_capabilities -Craftitem (register_craftitem): - A miscellaneous item - -Items and item stacks can exist in three formats: - -Serialized; This is called stackstring or itemstring: -e.g. 'default:dirt 5' -e.g. 'default:pick_wood 21323' -e.g. 'default:apple' - -Table format: -e.g. {name="default:dirt", count=5, wear=0, metadata=""} - ^ 5 dirt nodes -e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""} - ^ a wooden pick about 1/3 worn out -e.g. {name="default:apple", count=1, wear=0, metadata=""} - ^ an apple. - -ItemStack: -C++ native format with many helper methods. Useful for converting between -formats. See the Class reference section for details. +----- + +### Item types +There are three kinds of items: nodes, tools and craftitems. + +* Node (`register_node`): A node from the world. +* Tool (`register_tool`): A tool/weapon that can dig and damage + things according to `tool_capabilities`. +* Craftitem (`register_craftitem`): A miscellaneous item. + +### Item formats +Items and item stacks can exist in three formats: Serializes, table format +and `ItemStack`. + +#### Serialized +This is called "stackstring" or "itemstring": + +* e.g. `'default:dirt 5'` +* e.g. `'default:pick_wood 21323'` +* e.g. `'default:apple'` + +#### Table format +Examples: + +5 dirt nodes: + + {name="default:dirt", count=5, wear=0, metadata=""} + +A wooden pick about 1/3 worn out: + + {name="default:pick_wood", count=1, wear=21323, metadata=""} + +An apple: + + {name="default:apple", count=1, wear=0, metadata=""} + +#### `ItemStack` +A native C++ format with many helper methods. Useful for converting +between formats. See the Class reference section for details. When an item must be passed to a function, it can usually be in any of these formats. + Groups -------- +------ In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, capabilities of tool) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is. -Usage: -- Groups are stored in a table, having the group names with keys and the - group ratings as values. For example: +### Usage +Groups are stored in a table, having the group names with keys and the +group ratings as values. For example: + groups = {crumbly=3, soil=1} - ^ Default dirt + -- ^ Default dirt + groups = {crumbly=2, soil=1, level=2, outerspace=1} - ^ A more special dirt-kind of thing -- Groups always have a rating associated with them. If there is no - useful meaning for a rating for an enabled group, it shall be 1. -- When not defined, the rating of a group defaults to 0. Thus when you - read groups, you must interpret nil and 0 as the same value, 0. + -- ^ A more special dirt-kind of thing + +Groups always have a rating associated with them. If there is no +useful meaning for a rating for an enabled group, it shall be `1`. + +When not defined, the rating of a group defaults to `0`. Thus when you +read groups, you must interpret `nil` and `0` as the same value, `0`. You can read the rating of a group for an item or a node by using - minetest.get_item_group(itemname, groupname) -Groups of items ----------------- + minetest.get_item_group(itemname, groupname) + +### Groups of items Groups of items can define what kind of an item it is (e.g. wool). -Groups of nodes ----------------- +### Groups of nodes In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool. -Groups of entities -------------------- +### Groups of entities For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. See "Entity damage mechanism". -object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100}) -object.set_armor_groups({fleshy=30, cracky=80}) + object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100}) + object.set_armor_groups({fleshy=30, cracky=80}) -Groups of tools ----------------- +### Groups of tools Groups in tools define which groups of nodes and entities they are effective towards. -Groups in crafting recipes ---------------------------- -An example: Make meat soup from any meat, any water and any bowl -{ - output = 'food:meat_soup_raw', - recipe = { - {'group:meat'}, - {'group:water'}, - {'group:bowl'}, - }, - -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) -} -An another example: Make red wool from white wool and red dye -{ - type = 'shapeless', - output = 'wool:red', - recipe = {'wool:white', 'group:dye,basecolor_red'}, -} - -Special groups ---------------- -- immortal: Disables the group damage system for an entity -- level: Can be used to give an additional sense of progression in the game. - - A larger level will cause e.g. a weapon of a lower level make much less - damage, and get worn out much faster, or not be able to get drops - from destroyed nodes. - - 0 is something that is directly accessible at the start of gameplay - - There is no upper limit -- dig_immediate: (player can always pick up node without tool wear) - - 2: node is removed without tool wear after 0.5 seconds or so - (rail, sign) - - 3: node is removed without tool wear immediately (torch) -- disable_jump: Player (and possibly other things) cannot jump from node -- fall_damage_add_percent: damage speed = speed * (1 + value/100) -- bouncy: value is bounce speed in percent -- falling_node: if there is no walkable block under the node it will fall -- attached_node: if the node under it is not a walkable block the node will be - dropped as an item. If the node is wallmounted the - wallmounted direction is checked. -- soil: saplings will grow on nodes in this group -- connect_to_raillike: makes nodes of raillike drawtype connect to - other group members with same drawtype - -Known damage and digging time defining groups ----------------------------------------------- -- crumbly: dirt, sand -- cracky: tough but crackable stuff like stone. -- snappy: something that can be cut using fine tools; e.g. leaves, small - plants, wire, sheets of metal -- choppy: something that can be cut using force; e.g. trees, wooden planks -- fleshy: Living things like animals and the player. This could imply - some blood effects when hitting. -- explody: Especially prone to explosions -- oddly_breakable_by_hand: +### Groups in crafting recipes +An example: Make meat soup from any meat, any water and any bowl: + + { + output = 'food:meat_soup_raw', + recipe = { + {'group:meat'}, + {'group:water'}, + {'group:bowl'}, + }, + -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) + } + +Another example: Make red wool from white wool and red dye: + + { + type = 'shapeless', + output = 'wool:red', + recipe = {'wool:white', 'group:dye,basecolor_red'}, + } + +### Special groups +* `immortal`: Disables the group damage system for an entity +* `level`: Can be used to give an additional sense of progression in the game. + * A larger level will cause e.g. a weapon of a lower level make much less + damage, and get worn out much faster, or not be able to get drops + from destroyed nodes. + * `0` is something that is directly accessible at the start of gameplay + * There is no upper limit +* `dig_immediate`: (player can always pick up node without tool wear) + * `2`: node is removed without tool wear after 0.5 seconds or so + (rail, sign) + * `3`: node is removed without tool wear immediately (torch) +* `disable_jump`: Player (and possibly other things) cannot jump from node +* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)` +* `bouncy`: value is bounce speed in percent +* `falling_node`: if there is no walkable block under the node it will fall +* `attached_node`: if the node under it is not a walkable block the node will be + dropped as an item. If the node is wallmounted the wallmounted direction is + checked. +* `soil`: saplings will grow on nodes in this group +* `connect_to_raillike`: makes nodes of raillike drawtype connect to + other group members with same drawtype + +### Known damage and digging time defining groups +* `crumbly`: dirt, sand +* `cracky`: tough but crackable stuff like stone. +* `snappy`: something that can be cut using fine tools; e.g. leaves, small + plants, wire, sheets of metal +* `choppy`: something that can be cut using force; e.g. trees, wooden planks +* `fleshy`: Living things like animals and the player. This could imply + some blood effects when hitting. +* `explody`: Especially prone to explosions +* `oddly_breakable_by_hand`: Can be added to nodes that shouldn't logically be breakable by the - hand but are. Somewhat similar to dig_immediate, but times are more - like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the + hand but are. Somewhat similar to `dig_immediate`, but times are more + like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the speed of a tool if the tool can dig at a faster speed than this suggests for the hand. -Examples of custom groups --------------------------- -Item groups are often used for defining, well, //groups of items//. -- meat: any meat-kind of a thing (rating might define the size or healing - ability or be irrelevant - it is not defined as of yet) -- eatable: anything that can be eaten. Rating might define HP gain in half +### Examples of custom groups +Item groups are often used for defining, well, _groups of items_. +* `meat`: any meat-kind of a thing (rating might define the size or healing + ability or be irrelevant -- it is not defined as of yet) +* `eatable`: anything that can be eaten. Rating might define HP gain in half hearts. -- flammable: can be set on fire. Rating might define the intensity of the +* `flammable`: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire. -- wool: any wool (any origin, any color) -- metal: any metal -- weapon: any weapon -- heavy: anything considerably heavy - -Digging time calculation specifics ------------------------------------ -Groups such as **crumbly**, **cracky** and **snappy** are used for this -purpose. Rating is 1, 2 or 3. A higher rating for such a group implies +* `wool`: any wool (any origin, any color) +* `metal`: any metal +* `weapon`: any weapon +* `heavy`: anything considerably heavy + +### Digging time calculation specifics +Groups such as `crumbly`, `cracky` and `snappy` are used for this +purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies faster digging time. -The **level** group is used to limit the toughness of nodes a tool can dig +The `level` group is used to limit the toughness of nodes a tool can dig and to scale the digging times / damage to a greater extent. -^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's - full potential. +**Please do understand this**, otherwise you cannot use the system to it's +full potential. Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools. -**Tools define:** - * Full punch interval - * Maximum drop level - * For an arbitrary list of groups: +#### Tools definition +Tools define: + +* Full punch interval +* Maximum drop level +* For an arbitrary list of groups: * Uses (until the tool breaks) - * Maximum level (usually 0, 1, 2 or 3) - * Digging times - * Damage groups + * Maximum level (usually `0`, `1`, `2` or `3`) + * Digging times + * Damage groups -**Full punch interval**: +#### Full punch interval When used as a weapon, the tool will do full damage if this time is spent between punches. If e.g. half the time is spent, the tool will do half damage. -**Maximum drop level** +#### Maximum drop level Suggests the maximum level of node, when dug with the tool, that will drop it's useful item. (e.g. iron ore to drop a lump of iron). -- This is not automated; it is the responsibility of the node definition - to implement this -**Uses** +This is not automated; it is the responsibility of the node definition +to implement this. + +#### Uses Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. For lower leveled nodes, the use count -is multiplied by 3^leveldiff. -- uses=10, leveldiff=0 -> actual uses: 10 -- uses=10, leveldiff=1 -> actual uses: 30 -- uses=10, leveldiff=2 -> actual uses: 90 +is multiplied by `3^leveldiff`. + +* `uses=10, leveldiff=0`: actual uses: 10 +* `uses=10, leveldiff=1`: actual uses: 30 +* `uses=10, leveldiff=2`: actual uses: 90 -**Maximum level** +#### Maximum level Tells what is the maximum level of a node of this group that the tool will be able to dig. -**Digging times** +#### Digging times List of digging times for different ratings of the group, for nodes of the maximum level. - * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would - result in the tool to be able to dig nodes that have a rating of 2 or 3 - for this group, and unable to dig the rating 1, which is the toughest. - Unless there is a matching group that enables digging otherwise. -**Damage groups** +For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would +result in the tool to be able to dig nodes that have a rating of `2` or `3` +for this group, and unable to dig the rating `1`, which is the toughest. +Unless there is a matching group that enables digging otherwise. + +#### Damage groups List of damage for groups of entities. See "Entity damage mechanism". -Example definition of the capabilities of a tool -------------------------------------------------- -tool_capabilities = { - full_punch_interval=1.5, - max_drop_level=1, - groupcaps={ - crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} +#### Example definition of the capabilities of a tool + + tool_capabilities = { + full_punch_interval=1.5, + max_drop_level=1, + groupcaps={ + crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} + } + damage_groups = {fleshy=2}, } - damage_groups = {fleshy=2}, -} This makes the tool be able to dig nodes that fulfil both of these: -- Have the **crumbly** group -- Have a **level** group less or equal to 2 + +* Have the `crumbly` group +* Have a `level` group less or equal to `2` Table of resulting digging times: -crumbly 0 1 2 3 4 <- level - -> 0 - - - - - - 1 0.80 1.60 1.60 - - - 2 0.60 1.20 1.20 - - - 3 0.40 0.80 0.80 - - -level diff: 2 1 0 -1 -2 + crumbly 0 1 2 3 4 <- level + -> 0 - - - - - + 1 0.80 1.60 1.60 - - + 2 0.60 1.20 1.20 - - + 3 0.40 0.80 0.80 - - + + level diff: 2 1 0 -1 -2 Table of resulting tool uses: - -> 0 - - - - - - 1 180 60 20 - - - 2 180 60 20 - - - 3 180 60 20 - - - -Notes: -- At crumbly=0, the node is not diggable. -- At crumbly=3, the level difference digging time divider kicks in and makes + + -> 0 - - - - - + 1 180 60 20 - - + 2 180 60 20 - - + 3 180 60 20 - - + +**Notes**: + +* At `crumbly==0`, the node is not diggable. +* At `crumbly==3`, the level difference digging time divider kicks in and makes easy nodes to be quickly breakable. -- At level > 2, the node is not diggable, because it's level > maxlevel +* At `level > 2`, the node is not diggable, because it's `level > maxlevel` Entity damage mechanism ------------------------- +----------------------- Damage calculation: -damage = 0 -foreach group in cap.damage_groups: - damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) - * (object.armor_groups[group] / 100.0) - -- Where object.armor_groups[group] is 0 for inexistent values -return damage + + damage = 0 + foreach group in cap.damage_groups: + damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) + * (object.armor_groups[group] / 100.0) + -- Where object.armor_groups[group] is 0 for inexistent values + return damage Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (e.g. by defining a sprite animation) (not implemented; -TODO). -- Currently a smoke puff will appear when an entity dies. +TODO). +Currently a smoke puff will appear when an entity dies. -The group **immortal** completely disables normal damage. +The group `immortal` completely disables normal damage. -Entities can define a special armor group, which is **punch_operable**. This +Entities can define a special armor group, which is `punch_operable`. This group disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. -On the Lua side, every punch calls ''entity:on_punch(puncher, -time_from_last_punch, tool_capabilities, direction)''. This should never be -called directly, because damage is usually not handled by the entity itself. - * ''puncher'' is the object performing the punch. Can be nil. Should never be - accessed unless absolutely required, to encourage interoperability. - * ''time_from_last_punch'' is time from last punch (by puncher) or nil. - * ''tool_capabilities'' can be nil. - * ''direction'' is a unit vector, pointing from the source of the punch to - the punched object. - -To punch an entity/object in Lua, call ''object:punch(puncher, -time_from_last_punch, tool_capabilities, direction)''. - * Return value is tool wear. - * Parameters are equal to the above callback. - * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be - automatically filled in based on the location of ''puncher''. +On the Lua side, every punch calls: + + entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) + +This should never be called directly, because damage is usually not handled by the entity +itself. + +* `puncher` is the object performing the punch. Can be `nil`. Should never be + accessed unless absolutely required, to encourage interoperability. +* `time_from_last_punch` is time from last punch (by `puncher`) or `nil`. +* `tool_capabilities` can be `nil`. +* `direction` is a unit vector, pointing from the source of the punch to + the punched object. + +To punch an entity/object in Lua, call: + + object:punch(puncher, time_from_last_punch, tool_capabilities, direction) + +* Return value is tool wear. +* Parameters are equal to the above callback. +* If `direction` equals `nil` and `puncher` does not equal `nil`, + `direction` will be automatically filled in based on the location of `puncher`. Node Metadata ------------- The instance of a node in the world normally only contains the three values mentioned in "Nodes". However, it is possible to insert extra data into a -node. It is called "node metadata"; See "NodeMetaRef". +node. It is called "node metadata"; See "`NodeMetaRef`". Metadata contains two things: -- A key-value store -- An inventory +* A key-value store +* An inventory Some of the values in the key-value store are handled specially: -- formspec: Defines a right-click inventory menu. See "Formspec". -- infotext: Text shown on the screen when the node is pointed at +* `formspec`: Defines a right-click inventory menu. See "Formspec". +* `infotext`: Text shown on the screen when the node is pointed at Example stuff: -local meta = minetest.get_meta(pos) -meta:set_string("formspec", - "size[8,9]".. - "list[context;main;0,0;8,4;]".. - "list[current_player;main;0,5;8,4;]") -meta:set_string("infotext", "Chest"); -local inv = meta:get_inventory() -inv:set_size("main", 8*4) -print(dump(meta:to_table())) -meta:from_table({ - inventory = { - main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""} - }, - fields = { - formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", - infotext = "Chest" - } -}) + local meta = minetest.get_meta(pos) + meta:set_string("formspec", + "size[8,9]".. + "list[context;main;0,0;8,4;]".. + "list[current_player;main;0,5;8,4;]") + meta:set_string("infotext", "Chest"); + local inv = meta:get_inventory() + inv:set_size("main", 8*4) + print(dump(meta:to_table())) + meta:from_table({ + inventory = { + main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", + [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", + [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", + [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", + [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", + [31] = "", [32] = ""} + }, + fields = { + formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", + infotext = "Chest" + } + }) Formspec -------- @@ -1056,1864 +1245,1978 @@ supported. It is a string, with a somewhat strange format. Spaces and newlines can be inserted between the blocks, as is used in the examples. -Examples: -- Chest: +### Examples + +#### Chest + size[8,9] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] -- Furnace: + +#### Furnace + size[8,9] list[context;fuel;2,3;1,1;] list[context;src;2,1;1,1;] list[context;dst;5,1;2,2;] list[current_player;main;0,5;8,4;] -- Minecraft-like player inventory + +#### Minecraft-like player inventory + size[8,7.5] image[1,0.6;1,2;player.png] list[current_player;main;0,3.5;8,4;] list[current_player;craft;3,0;3,3;] list[current_player;craftpreview;7,1;1,1;] -Elements: - -size[,,] -^ Define the size of the menu in inventory slots -^ fixed_size true/false (optional) -^ deprecated: invsize[,;] - -list[;;,;,;] -list[;;,;,;] -^ Show an inventory list - -listcolors[;] -^ Sets background color of slots as ColorString -^ Sets background color of slots on mouse hovering - -listcolors[;;] -^ Sets background color of slots as ColorString -^ Sets background color of slots on mouse hovering -^ Sets color of slots border - -listcolors[;;;;] -^ Sets background color of slots as ColorString -^ Sets background color of slots on mouse hovering -^ Sets color of slots border -^ Sets default background color of tooltips -^ Sets default font color of tooltips - -tooltip[;;,] -^ Adds tooltip for an element -^ tooltip background color as ColorString (optional) -^ tooltip font color as ColorString (optional) - - -image[,;,;] -^ Show an image -^ Position and size units are inventory slots - -item_image[,;,;] -^ Show an inventory image of registered item/node -^ Position and size units are inventory slots - -bgcolor[;] -^ Sets background color of formspec as ColorString -^ If true the background color is drawn fullscreen (does not effect the size of the formspec) - -background[,;,;] -^ Use a background. Inventory rectangles are not drawn then. -^ Position and size units are inventory slots -^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px - -background[,;,;;] -^ Use a background. Inventory rectangles are not drawn then. -^ Position and size units are inventory slots -^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px -^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored) - -pwdfield[,;,;;