From: Perttu Ahola Date: Thu, 22 Mar 2012 10:14:04 +0000 (+0200) Subject: Add more information to lua_api.txt X-Git-Tag: 0.4.dev-20120326~55 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=fde676a43adfbbfa7e44eacd7d442c2bc26c8d88;p=oweals%2Fminetest.git Add more information to lua_api.txt --- diff --git a/doc/lua_api.txt b/doc/lua_api.txt index ec9a91bd4..1fbf7320d 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1,17 +1,31 @@ Minetest Lua Modding API Reference 0.4.dev ========================================== +More information at http://c55.me/minetest/ + +Introduction +------------- +Content and functionality can be added to Minetest 0.4 by using Lua +scripting in run-time loaded mods. + +A mod is a self-contained bunch of scripts, textures and other related +things that is loaded by and interfaces with Minetest. + +Mods are contained and ran solely on the server side. Definitions and media +files are automatically transferred to the client. + +If you see a deficiency in the API, feel free to attempt to add the +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/ -Helper functions ------------------ -dump2(obj, name="_", dumped={}) -^ Return object serialized as a string, handles reference loops -dump(obj, dumped={}) -^ Return object serialized as a string +Startup +-------- +Mods are loaded during server startup from the mod load paths by running +the init.lua scripts. Mod load path ------------- @@ -32,9 +46,42 @@ On an installed version on linux: ~/.minetest/mods/gameid/ <-- User-installed mods ~/.minetest/worlds/worldname/worldmods +Mod directory structure +------------------------ +mods +|-- modname +| |-- depends.txt +| |-- init.lua +| |-- textures +| | |-- modname_stuff.png +| | `-- modname_something_else.png +| `-- +`-- 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. + +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. + +textures: + These textures will be transferred to the client and can be referred to + by the mod. + Naming convention for registered textual names ---------------------------------------------- -"modname:" ( can have characters a-zA-Z0-9_) +Registered names should generally be in this format: + "modname:" ( can have characters a-zA-Z0-9_) This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. @@ -49,12 +96,15 @@ 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) -The ":" prefix can be used for maintaining backwards compatibility. +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. + This can be used for maintaining backwards compatibility. This can be also used for setting quick access names for things, eg. if @@ -299,6 +349,13 @@ To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_pu * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be automatically filled in based on the location of ''puncher''. +Helper functions +----------------- +dump2(obj, name="_", dumped={}) +^ Return object serialized as a string, handles reference loops +dump(obj, dumped={}) +^ Return object serialized as a string + minetest namespace reference ----------------------------- minetest.register_entity(name, prototype table)