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--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- -- TODO improve doc -- -- TODO code cleanup -- -- Generic implementation of a filter/sortable list -- -- Usage: -- -- Filterlist needs to be initialized on creation. To achieve this you need to -- -- pass following functions: -- -- raw_fct() (mandatory): -- -- function returning a table containing the elements to be filtered -- -- compare_fct(element1,element2) (mandatory): -- -- function returning true/false if element1 is same element as element2 -- -- uid_match_fct(element1,uid) (optional) -- -- function telling if uid is attached to element1 -- -- filter_fct(element,filtercriteria) (optional) -- -- function returning true/false if filtercriteria met to element -- -- fetch_param (optional) -- -- parameter passed to raw_fct to aquire correct raw data -- -- -- -------------------------------------------------------------------------------- filterlist = {} -------------------------------------------------------------------------------- function filterlist.refresh(self) self.m_raw_list = self.m_raw_list_fct(self.m_fetch_param) filterlist.process(self) end -------------------------------------------------------------------------------- function filterlist.create(raw_fct,compare_fct,uid_match_fct,filter_fct,fetch_param) assert((raw_fct ~= nil) and (type(raw_fct) == "function")) assert((compare_fct ~= nil) and (type(compare_fct) == "function")) local self = {} self.m_raw_list_fct = raw_fct self.m_compare_fct = compare_fct self.m_filter_fct = filter_fct self.m_uid_match_fct = uid_match_fct self.m_filtercriteria = nil self.m_fetch_param = fetch_param self.m_sortmode = "none" self.m_sort_list = {} self.m_processed_list = nil self.m_raw_list = self.m_raw_list_fct(self.m_fetch_param) self.add_sort_mechanism = filterlist.add_sort_mechanism self.set_filtercriteria = filterlist.set_filtercriteria self.get_filtercriteria = filterlist.get_filtercriteria self.set_sortmode = filterlist.set_sortmode self.get_list = filterlist.get_list self.get_raw_list = filterlist.get_raw_list self.get_raw_element = filterlist.get_raw_element self.get_raw_index = filterlist.get_raw_index self.get_current_index = filterlist.get_current_index self.size = filterlist.size self.uid_exists_raw = filterlist.uid_exists_raw self.raw_index_by_uid = filterlist.raw_index_by_uid self.refresh = filterlist.refresh filterlist.process(self) return self end -------------------------------------------------------------------------------- function filterlist.add_sort_mechanism(self,name,fct) self.m_sort_list[name] = fct end -------------------------------------------------------------------------------- function filterlist.set_filtercriteria(self,criteria) if criteria == self.m_filtercriteria and type(criteria) ~= "table" then return end self.m_filtercriteria = criteria filterlist.process(self) end -------------------------------------------------------------------------------- function filterlist.get_filtercriteria(self) return self.m_filtercriteria end -------------------------------------------------------------------------------- --supported sort mode "alphabetic|none" function filterlist.set_sortmode(self,mode) if (mode == self.m_sortmode) then return end self.m_sortmode = mode filterlist.process(self) end -------------------------------------------------------------------------------- function filterlist.get_list(self) return self.m_processed_list end -------------------------------------------------------------------------------- function filterlist.get_raw_list(self) return self.m_raw_list end -------------------------------------------------------------------------------- function filterlist.get_raw_element(self,idx) if type(idx) ~= "number" then idx = tonumber(idx) end if idx ~= nil and idx > 0 and idx <= #self.m_raw_list then return self.m_raw_list[idx] end return nil end -------------------------------------------------------------------------------- function filterlist.get_raw_index(self,listindex) assert(self.m_processed_list ~= nil) if listindex ~= nil and listindex > 0 and listindex <= #self.m_processed_list then local entry = self.m_processed_list[listindex] for i,v in ipairs(self.m_raw_list) do if self.m_compare_fct(v,entry) then return i end end end return 0 end -------------------------------------------------------------------------------- function filterlist.get_current_index(self,listindex) assert(self.m_processed_list ~= nil) if listindex ~= nil and listindex > 0 and listindex <= #self.m_raw_list then local entry = self.m_raw_list[listindex] for i,v in ipairs(self.m_processed_list) do if self.m_compare_fct(v,entry) then return i end end end return 0 end -------------------------------------------------------------------------------- function filterlist.process(self) assert(self.m_raw_list ~= nil) if self.m_sortmode == "none" and self.m_filtercriteria == nil then self.m_processed_list = self.m_raw_list return end self.m_processed_list = {} for k,v in pairs(self.m_raw_list) do if self.m_filtercriteria == nil or self.m_filter_fct(v,self.m_filtercriteria) then self.m_processed_list[#self.m_processed_list + 1] = v end end if self.m_sortmode == "none" then return end if self.m_sort_list[self.m_sortmode] ~= nil and type(self.m_sort_list[self.m_sortmode]) == "function" then self.m_sort_list[self.m_sortmode](self) end end -------------------------------------------------------------------------------- function filterlist.size(self) if self.m_processed_list == nil then return 0 end return #self.m_processed_list end -------------------------------------------------------------------------------- function filterlist.uid_exists_raw(self,uid) for i,v in ipairs(self.m_raw_list) do if self.m_uid_match_fct(v,uid) then return true end end return false end -------------------------------------------------------------------------------- function filterlist.raw_index_by_uid(self, uid) local elementcount = 0 local elementidx = 0 for i,v in ipairs(self.m_raw_list) do if self.m_uid_match_fct(v,uid) then elementcount = elementcount +1 elementidx = i end end -- If there are more elements than one with same name uid can't decide which -- one is meant. self shouldn't be possible but just for sure. if elementcount > 1 then elementidx=0 end return elementidx end -------------------------------------------------------------------------------- -- COMMON helper functions -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function compare_worlds(world1,world2) if world1.path ~= world2.path then return false end if world1.name ~= world2.name then return false end if world1.gameid ~= world2.gameid then return false end return true end -------------------------------------------------------------------------------- function sort_worlds_alphabetic(self) table.sort(self.m_processed_list, function(a, b) --fixes issue #857 (crash due to sorting nil in worldlist) if a == nil or b == nil then if a == nil and b ~= nil then return false end if b == nil and a ~= nil then return true end return false end if a.name:lower() == b.name:lower() then return a.name < b.name end return a.name:lower() < b.name:lower() end) end -------------------------------------------------------------------------------- function sort_mod_list(self) table.sort(self.m_processed_list, function(a, b) -- Show game mods at bottom if a.type ~= b.type or a.loc ~= b.loc then if b.type == "game" then return a.loc ~= "game" end return b.loc == "game" end -- If in same or no modpack, sort by name if a.modpack == b.modpack then if a.name:lower() == b.name:lower() then return a.name < b.name end return a.name:lower() < b.name:lower() -- Else compare name to modpack name else -- Always show modpack pseudo-mod on top of modpack mod list if a.name == b.modpack then return true elseif b.name == a.modpack then return false end local name_a = a.modpack or a.name local name_b = b.modpack or b.name if name_a:lower() == name_b:lower() then return name_a < name_b end return name_a:lower() < name_b:lower() end end) end
pgimeno/minetest
builtin/common/filterlist.lua
Lua
mit
9,988
-- Minetest: builtin/misc_helpers.lua -------------------------------------------------------------------------------- -- Localize functions to avoid table lookups (better performance). local string_sub, string_find = string.sub, string.find -------------------------------------------------------------------------------- function basic_dump(o) local tp = type(o) if tp == "number" then return tostring(o) elseif tp == "string" then return string.format("%q", o) elseif tp == "boolean" then return tostring(o) elseif tp == "nil" then return "nil" -- Uncomment for full function dumping support. -- Not currently enabled because bytecode isn't very human-readable and -- dump's output is intended for humans. --elseif tp == "function" then -- return string.format("loadstring(%q)", string.dump(o)) else return string.format("<%s>", tp) end end local keywords = { ["and"] = true, ["break"] = true, ["do"] = true, ["else"] = true, ["elseif"] = true, ["end"] = true, ["false"] = true, ["for"] = true, ["function"] = true, ["goto"] = true, -- Lua 5.2 ["if"] = true, ["in"] = true, ["local"] = true, ["nil"] = true, ["not"] = true, ["or"] = true, ["repeat"] = true, ["return"] = true, ["then"] = true, ["true"] = true, ["until"] = true, ["while"] = true, } local function is_valid_identifier(str) if not str:find("^[a-zA-Z_][a-zA-Z0-9_]*$") or keywords[str] then return false end return true end -------------------------------------------------------------------------------- -- Dumps values in a line-per-value format. -- For example, {test = {"Testing..."}} becomes: -- _["test"] = {} -- _["test"][1] = "Testing..." -- This handles tables as keys and circular references properly. -- It also handles multiple references well, writing the table only once. -- The dumped argument is internal-only. function dump2(o, name, dumped) name = name or "_" -- "dumped" is used to keep track of serialized tables to handle -- multiple references and circular tables properly. -- It only contains tables as keys. The value is the name that -- the table has in the dump, eg: -- {x = {"y"}} -> dumped[{"y"}] = '_["x"]' dumped = dumped or {} if type(o) ~= "table" then return string.format("%s = %s\n", name, basic_dump(o)) end if dumped[o] then return string.format("%s = %s\n", name, dumped[o]) end dumped[o] = name -- This contains a list of strings to be concatenated later (because -- Lua is slow at individual concatenation). local t = {} for k, v in pairs(o) do local keyStr if type(k) == "table" then if dumped[k] then keyStr = dumped[k] else -- Key tables don't have a name, so use one of -- the form _G["table: 0xFFFFFFF"] keyStr = string.format("_G[%q]", tostring(k)) -- Dump key table t[#t + 1] = dump2(k, keyStr, dumped) end else keyStr = basic_dump(k) end local vname = string.format("%s[%s]", name, keyStr) t[#t + 1] = dump2(v, vname, dumped) end return string.format("%s = {}\n%s", name, table.concat(t)) end -------------------------------------------------------------------------------- -- This dumps values in a one-statement format. -- For example, {test = {"Testing..."}} becomes: -- [[{ -- test = { -- "Testing..." -- } -- }]] -- This supports tables as keys, but not circular references. -- It performs poorly with multiple references as it writes out the full -- table each time. -- The indent field specifies a indentation string, it defaults to a tab. -- Use the empty string to disable indentation. -- The dumped and level arguments are internal-only. function dump(o, indent, nested, level) local t = type(o) if not level and t == "userdata" then -- when userdata (e.g. player) is passed directly, print its metatable: return "userdata metatable: " .. dump(getmetatable(o)) end if t ~= "table" then return basic_dump(o) end -- Contains table -> true/nil of currently nested tables nested = nested or {} if nested[o] then return "<circular reference>" end nested[o] = true indent = indent or "\t" level = level or 1 local t = {} local dumped_indexes = {} for i, v in ipairs(o) do t[#t + 1] = dump(v, indent, nested, level + 1) dumped_indexes[i] = true end for k, v in pairs(o) do if not dumped_indexes[k] then if type(k) ~= "string" or not is_valid_identifier(k) then k = "["..dump(k, indent, nested, level + 1).."]" end v = dump(v, indent, nested, level + 1) t[#t + 1] = k.." = "..v end end nested[o] = nil if indent ~= "" then local indent_str = "\n"..string.rep(indent, level) local end_indent_str = "\n"..string.rep(indent, level - 1) return string.format("{%s%s%s}", indent_str, table.concat(t, ","..indent_str), end_indent_str) end return "{"..table.concat(t, ", ").."}" end -------------------------------------------------------------------------------- function string.split(str, delim, include_empty, max_splits, sep_is_pattern) delim = delim or "," max_splits = max_splits or -2 local items = {} local pos, len = 1, #str local plain = not sep_is_pattern max_splits = max_splits + 1 repeat local np, npe = string_find(str, delim, pos, plain) np, npe = (np or (len+1)), (npe or (len+1)) if (not np) or (max_splits == 1) then np = len + 1 npe = np end local s = string_sub(str, pos, np - 1) if include_empty or (s ~= "") then max_splits = max_splits - 1 items[#items + 1] = s end pos = npe + 1 until (max_splits == 0) or (pos > (len + 1)) return items end -------------------------------------------------------------------------------- function table.indexof(list, val) for i, v in ipairs(list) do if v == val then return i end end return -1 end assert(table.indexof({"foo", "bar"}, "foo") == 1) assert(table.indexof({"foo", "bar"}, "baz") == -1) -------------------------------------------------------------------------------- if INIT ~= "client" then function file_exists(filename) local f = io.open(filename, "r") if f == nil then return false else f:close() return true end end end -------------------------------------------------------------------------------- function string:trim() return (self:gsub("^%s*(.-)%s*$", "%1")) end assert(string.trim("\n \t\tfoo bar\t ") == "foo bar") -------------------------------------------------------------------------------- function math.hypot(x, y) local t x = math.abs(x) y = math.abs(y) t = math.min(x, y) x = math.max(x, y) if x == 0 then return 0 end t = t / x return x * math.sqrt(1 + t * t) end -------------------------------------------------------------------------------- function math.sign(x, tolerance) tolerance = tolerance or 0 if x > tolerance then return 1 elseif x < -tolerance then return -1 end return 0 end -------------------------------------------------------------------------------- function math.factorial(x) assert(x % 1 == 0 and x >= 0, "factorial expects a non-negative integer") if x >= 171 then -- 171! is greater than the biggest double, no need to calculate return math.huge end local v = 1 for k = 2, x do v = v * k end return v end -------------------------------------------------------------------------------- function get_last_folder(text,count) local parts = text:split(DIR_DELIM) if count == nil then return parts[#parts] end local retval = "" for i=1,count,1 do retval = retval .. parts[#parts - (count-i)] .. DIR_DELIM end return retval end -------------------------------------------------------------------------------- function cleanup_path(temppath) local parts = temppath:split("-") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split(".") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split("'") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "" end temppath = temppath .. parts[i] end parts = temppath:split(" ") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath end temppath = temppath .. parts[i] end return temppath end function core.formspec_escape(text) if text ~= nil then text = string.gsub(text,"\\","\\\\") text = string.gsub(text,"%]","\\]") text = string.gsub(text,"%[","\\[") text = string.gsub(text,";","\\;") text = string.gsub(text,",","\\,") end return text end function core.wrap_text(text, max_length, as_table) local result = {} local line = {} if #text <= max_length then return as_table and {text} or text end for word in text:gmatch('%S+') do local cur_length = #table.concat(line, ' ') if cur_length > 0 and cur_length + #word + 1 >= max_length then -- word wouldn't fit on current line, move to next line table.insert(result, table.concat(line, ' ')) line = {} end table.insert(line, word) end table.insert(result, table.concat(line, ' ')) return as_table and result or table.concat(result, '\n') end -------------------------------------------------------------------------------- if INIT == "game" then local dirs1 = {9, 18, 7, 12} local dirs2 = {20, 23, 22, 21} function core.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags, prevent_after_place) orient_flags = orient_flags or {} local unode = core.get_node_or_nil(pointed_thing.under) if not unode then return end local undef = core.registered_nodes[unode.name] if undef and undef.on_rightclick then return undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) end local fdir = placer and core.dir_to_facedir(placer:get_look_dir()) or 0 local above = pointed_thing.above local under = pointed_thing.under local iswall = (above.y == under.y) local isceiling = not iswall and (above.y < under.y) if undef and undef.buildable_to then iswall = false end if orient_flags.force_floor then iswall = false isceiling = false elseif orient_flags.force_ceiling then iswall = false isceiling = true elseif orient_flags.force_wall then iswall = true isceiling = false elseif orient_flags.invert_wall then iswall = not iswall end local param2 = fdir if iswall then param2 = dirs1[fdir + 1] elseif isceiling then if orient_flags.force_facedir then param2 = 20 else param2 = dirs2[fdir + 1] end else -- place right side up if orient_flags.force_facedir then param2 = 0 end end local old_itemstack = ItemStack(itemstack) local new_itemstack, removed = core.item_place_node( itemstack, placer, pointed_thing, param2, prevent_after_place ) return infinitestacks and old_itemstack or new_itemstack end -------------------------------------------------------------------------------- --Wrapper for rotate_and_place() to check for sneak and assume Creative mode --implies infinite stacks when performing a 6d rotation. -------------------------------------------------------------------------------- local creative_mode_cache = core.settings:get_bool("creative_mode") local function is_creative(name) return creative_mode_cache or core.check_player_privs(name, {creative = true}) end core.rotate_node = function(itemstack, placer, pointed_thing) local name = placer and placer:get_player_name() or "" local invert_wall = placer and placer:get_player_control().sneak or false core.rotate_and_place(itemstack, placer, pointed_thing, is_creative(name), {invert_wall = invert_wall}, true) return itemstack end end -------------------------------------------------------------------------------- function core.explode_table_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 3 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) local c = tonumber(parts[3]:trim()) if type(r) == "number" and type(c) == "number" and t ~= "INV" then return {type=t, row=r, column=c} end end end return {type="INV", row=0, column=0} end -------------------------------------------------------------------------------- function core.explode_textlist_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 2 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) if type(r) == "number" and t ~= "INV" then return {type=t, index=r} end end end return {type="INV", index=0} end -------------------------------------------------------------------------------- function core.explode_scrollbar_event(evt) local retval = core.explode_textlist_event(evt) retval.value = retval.index retval.index = nil return retval end -------------------------------------------------------------------------------- function core.rgba(r, g, b, a) return a and string.format("#%02X%02X%02X%02X", r, g, b, a) or string.format("#%02X%02X%02X", r, g, b) end -------------------------------------------------------------------------------- function core.pos_to_string(pos, decimal_places) local x = pos.x local y = pos.y local z = pos.z if decimal_places ~= nil then x = string.format("%." .. decimal_places .. "f", x) y = string.format("%." .. decimal_places .. "f", y) z = string.format("%." .. decimal_places .. "f", z) end return "(" .. x .. "," .. y .. "," .. z .. ")" end -------------------------------------------------------------------------------- function core.string_to_pos(value) if value == nil then return nil end local p = {} p.x, p.y, p.z = string.match(value, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$") if p.x and p.y and p.z then p.x = tonumber(p.x) p.y = tonumber(p.y) p.z = tonumber(p.z) return p end p = {} p.x, p.y, p.z = string.match(value, "^%( *([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+) *%)$") if p.x and p.y and p.z then p.x = tonumber(p.x) p.y = tonumber(p.y) p.z = tonumber(p.z) return p end return nil end assert(core.string_to_pos("10.0, 5, -2").x == 10) assert(core.string_to_pos("( 10.0, 5, -2)").z == -2) assert(core.string_to_pos("asd, 5, -2)") == nil) -------------------------------------------------------------------------------- function core.string_to_area(value) local p1, p2 = unpack(value:split(") (")) if p1 == nil or p2 == nil then return nil end p1 = core.string_to_pos(p1 .. ")") p2 = core.string_to_pos("(" .. p2) if p1 == nil or p2 == nil then return nil end return p1, p2 end local function test_string_to_area() local p1, p2 = core.string_to_area("(10.0, 5, -2) ( 30.2, 4, -12.53)") assert(p1.x == 10.0 and p1.y == 5 and p1.z == -2) assert(p2.x == 30.2 and p2.y == 4 and p2.z == -12.53) p1, p2 = core.string_to_area("(10.0, 5, -2 30.2, 4, -12.53") assert(p1 == nil and p2 == nil) p1, p2 = core.string_to_area("(10.0, 5,) -2 fgdf2, 4, -12.53") assert(p1 == nil and p2 == nil) end test_string_to_area() -------------------------------------------------------------------------------- function table.copy(t, seen) local n = {} seen = seen or {} seen[t] = n for k, v in pairs(t) do n[(type(k) == "table" and (seen[k] or table.copy(k, seen))) or k] = (type(v) == "table" and (seen[v] or table.copy(v, seen))) or v end return n end function table.insert_all(t, other) for i=1, #other do t[#t + 1] = other[i] end return t end -------------------------------------------------------------------------------- -- mainmenu only functions -------------------------------------------------------------------------------- if INIT == "mainmenu" then function core.get_game(index) local games = core.get_games() if index > 0 and index <= #games then return games[index] end return nil end end if INIT == "client" or INIT == "mainmenu" then function fgettext_ne(text, ...) text = core.gettext(text) local arg = {n=select('#', ...), ...} if arg.n >= 1 then -- Insert positional parameters ($1, $2, ...) local result = '' local pos = 1 while pos <= text:len() do local newpos = text:find('[$]', pos) if newpos == nil then result = result .. text:sub(pos) pos = text:len() + 1 else local paramindex = tonumber(text:sub(newpos+1, newpos+1)) result = result .. text:sub(pos, newpos-1) .. tostring(arg[paramindex]) pos = newpos + 2 end end text = result end return text end function fgettext(text, ...) return core.formspec_escape(fgettext_ne(text, ...)) end end local ESCAPE_CHAR = string.char(0x1b) function core.get_color_escape_sequence(color) return ESCAPE_CHAR .. "(c@" .. color .. ")" end function core.get_background_escape_sequence(color) return ESCAPE_CHAR .. "(b@" .. color .. ")" end function core.colorize(color, message) local lines = tostring(message):split("\n", true) local color_code = core.get_color_escape_sequence(color) for i, line in ipairs(lines) do lines[i] = color_code .. line end return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff") end function core.strip_foreground_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(c@[^)]+%)", "")) end function core.strip_background_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(b@[^)]+%)", "")) end function core.strip_colors(str) return (str:gsub(ESCAPE_CHAR .. "%([bc]@[^)]+%)", "")) end function core.translate(textdomain, str, ...) local start_seq if textdomain == "" then start_seq = ESCAPE_CHAR .. "T" else start_seq = ESCAPE_CHAR .. "(T@" .. textdomain .. ")" end local arg = {n=select('#', ...), ...} local end_seq = ESCAPE_CHAR .. "E" local arg_index = 1 local translated = str:gsub("@(.)", function(matched) local c = string.byte(matched) if string.byte("1") <= c and c <= string.byte("9") then local a = c - string.byte("0") if a ~= arg_index then error("Escape sequences in string given to core.translate " .. "are not in the correct order: got @" .. matched .. "but expected @" .. tostring(arg_index)) end if a > arg.n then error("Not enough arguments provided to core.translate") end arg_index = arg_index + 1 return ESCAPE_CHAR .. "F" .. arg[a] .. ESCAPE_CHAR .. "E" elseif matched == "n" then return "\n" else return matched end end) if arg_index < arg.n + 1 then error("Too many arguments provided to core.translate") end return start_seq .. translated .. end_seq end function core.get_translator(textdomain) return function(str, ...) return core.translate(textdomain or "", str, ...) end end -------------------------------------------------------------------------------- -- Returns the exact coordinate of a pointed surface -------------------------------------------------------------------------------- function core.pointed_thing_to_face_pos(placer, pointed_thing) -- Avoid crash in some situations when player is inside a node, causing -- 'above' to equal 'under'. if vector.equals(pointed_thing.above, pointed_thing.under) then return pointed_thing.under end local eye_height = placer:get_properties().eye_height local eye_offset_first = placer:get_eye_offset() local node_pos = pointed_thing.under local camera_pos = placer:get_pos() local pos_off = vector.multiply( vector.subtract(pointed_thing.above, node_pos), 0.5) local look_dir = placer:get_look_dir() local offset, nc local oc = {} for c, v in pairs(pos_off) do if nc or v == 0 then oc[#oc + 1] = c else offset = v nc = c end end local fine_pos = {[nc] = node_pos[nc] + offset} camera_pos.y = camera_pos.y + eye_height + eye_offset_first.y / 10 local f = (node_pos[nc] + offset - camera_pos[nc]) / look_dir[nc] for i = 1, #oc do fine_pos[oc[i]] = camera_pos[oc[i]] + look_dir[oc[i]] * f end return fine_pos end function core.string_to_privs(str, delim) assert(type(str) == "string") delim = delim or ',' local privs = {} for _, priv in pairs(string.split(str, delim)) do privs[priv:trim()] = true end return privs end function core.privs_to_string(privs, delim) assert(type(privs) == "table") delim = delim or ',' local list = {} for priv, bool in pairs(privs) do if bool then list[#list + 1] = priv end end return table.concat(list, delim) end assert(core.string_to_privs("a,b").b == true) assert(core.privs_to_string({a=true,b=true}) == "a,b")
pgimeno/minetest
builtin/common/misc_helpers.lua
Lua
mit
20,392
--- Lua module to serialize values as Lua code. -- From: https://github.com/fab13n/metalua/blob/no-dll/src/lib/serialize.lua -- License: MIT -- @copyright 2006-2997 Fabien Fleutot <metalua@gmail.com> -- @author Fabien Fleutot <metalua@gmail.com> -- @author ShadowNinja <shadowninja@minetest.net> -------------------------------------------------------------------------------- --- Serialize an object into a source code string. This string, when passed as -- an argument to deserialize(), returns an object structurally identical to -- the original one. The following are currently supported: -- * Booleans, numbers, strings, and nil. -- * Functions; uses interpreter-dependent (and sometimes platform-dependent) bytecode! -- * Tables; they can cantain multiple references and can be recursive, but metatables aren't saved. -- This works in two phases: -- 1. Recursively find and record multiple references and recursion. -- 2. Recursively dump the value into a string. -- @param x Value to serialize (nil is allowed). -- @return load()able string containing the value. function core.serialize(x) local local_index = 1 -- Top index of the "_" local table in the dump -- table->nil/1/2 set of tables seen. -- nil = not seen, 1 = seen once, 2 = seen multiple times. local seen = {} -- nest_points are places where a table appears within itself, directly -- or not. For instance, all of these chunks create nest points in -- table x: "x = {}; x[x] = 1", "x = {}; x[1] = x", -- "x = {}; x[1] = {y = {x}}". -- To handle those, two tables are used by mark_nest_point: -- * nested - Transient set of tables being currently traversed. -- Used for detecting nested tables. -- * nest_points - parent->{key=value, ...} table cantaining the nested -- keys and values in the parent. They're all dumped after all the -- other table operations have been performed. -- -- mark_nest_point(p, k, v) fills nest_points with information required -- to remember that key/value (k, v) creates a nest point in table -- parent. It also marks "parent" and the nested item(s) as occuring -- multiple times, since several references to it will be required in -- order to patch the nest points. local nest_points = {} local nested = {} local function mark_nest_point(parent, k, v) local nk, nv = nested[k], nested[v] local np = nest_points[parent] if not np then np = {} nest_points[parent] = np end np[k] = v seen[parent] = 2 if nk then seen[k] = 2 end if nv then seen[v] = 2 end end -- First phase, list the tables and functions which appear more than -- once in x. local function mark_multiple_occurences(x) local tp = type(x) if tp ~= "table" and tp ~= "function" then -- No identity (comparison is done by value, not by instance) return end if seen[x] == 1 then seen[x] = 2 elseif seen[x] ~= 2 then seen[x] = 1 end if tp == "table" then nested[x] = true for k, v in pairs(x) do if nested[k] or nested[v] then mark_nest_point(x, k, v) else mark_multiple_occurences(k) mark_multiple_occurences(v) end end nested[x] = nil end end local dumped = {} -- object->varname set local local_defs = {} -- Dumped local definitions as source code lines -- Mutually recursive local functions: local dump_val, dump_or_ref_val -- If x occurs multiple times, dump the local variable rather than -- the value. If it's the first time it's dumped, also dump the -- content in local_defs. function dump_or_ref_val(x) if seen[x] ~= 2 then return dump_val(x) end local var = dumped[x] if var then -- Already referenced return var end -- First occurence, create and register reference local val = dump_val(x) local i = local_index local_index = local_index + 1 var = "_["..i.."]" local_defs[#local_defs + 1] = var.." = "..val dumped[x] = var return var end -- Second phase. Dump the object; subparts occuring multiple times -- are dumped in local variables which can be referenced multiple -- times. Care is taken to dump local vars in a sensible order. function dump_val(x) local tp = type(x) if x == nil then return "nil" elseif tp == "string" then return string.format("%q", x) elseif tp == "boolean" then return x and "true" or "false" elseif tp == "function" then return string.format("loadstring(%q)", string.dump(x)) elseif tp == "number" then -- Serialize integers with string.format to prevent -- scientific notation, which doesn't preserve -- precision and breaks things like node position -- hashes. Serialize floats normally. if math.floor(x) == x then return string.format("%d", x) else return tostring(x) end elseif tp == "table" then local vals = {} local idx_dumped = {} local np = nest_points[x] for i, v in ipairs(x) do if not np or not np[i] then vals[#vals + 1] = dump_or_ref_val(v) end idx_dumped[i] = true end for k, v in pairs(x) do if (not np or not np[k]) and not idx_dumped[k] then vals[#vals + 1] = "["..dump_or_ref_val(k).."] = " ..dump_or_ref_val(v) end end return "{"..table.concat(vals, ", ").."}" else error("Can't serialize data of type "..tp) end end local function dump_nest_points() for parent, vals in pairs(nest_points) do for k, v in pairs(vals) do local_defs[#local_defs + 1] = dump_or_ref_val(parent) .."["..dump_or_ref_val(k).."] = " ..dump_or_ref_val(v) end end end mark_multiple_occurences(x) local top_level = dump_or_ref_val(x) dump_nest_points() if next(local_defs) then return "local _ = {}\n" ..table.concat(local_defs, "\n") .."\nreturn "..top_level else return "return "..top_level end end -- Deserialization local env = { loadstring = loadstring, } local safe_env = { loadstring = function() end, } function core.deserialize(str, safe) if type(str) ~= "string" then return nil, "Cannot deserialize type '"..type(str) .."'. Argument must be a string." end if str:byte(1) == 0x1B then return nil, "Bytecode prohibited" end local f, err = loadstring(str) if not f then return nil, err end setfenv(f, safe and safe_env or env) local good, data = pcall(f) if good then return data else return nil, data end end -- Unit tests local test_in = {cat={sound="nyan", speed=400}, dog={sound="woof"}} local test_out = core.deserialize(core.serialize(test_in)) assert(test_in.cat.sound == test_out.cat.sound) assert(test_in.cat.speed == test_out.cat.speed) assert(test_in.dog.sound == test_out.dog.sound) test_in = {escape_chars="\n\r\t\v\\\"\'", non_european="θשׁ٩∂"} test_out = core.deserialize(core.serialize(test_in)) assert(test_in.escape_chars == test_out.escape_chars) assert(test_in.non_european == test_out.non_european)
pgimeno/minetest
builtin/common/serialize.lua
Lua
mit
6,845
-- Always warn when creating a global variable, even outside of a function. -- This ignores mod namespaces (variables with the same name as the current mod). local WARN_INIT = false local getinfo = debug.getinfo function core.global_exists(name) if type(name) ~= "string" then error("core.global_exists: " .. tostring(name) .. " is not a string") end return rawget(_G, name) ~= nil end local meta = {} local declared = {} -- Key is source file, line, and variable name; seperated by NULs local warned = {} function meta:__newindex(name, value) local info = getinfo(2, "Sl") local desc = ("%s:%d"):format(info.short_src, info.currentline) if not declared[name] then local warn_key = ("%s\0%d\0%s"):format(info.source, info.currentline, name) if not warned[warn_key] and info.what ~= "main" and info.what ~= "C" then core.log("warning", ("Assignment to undeclared ".. "global %q inside a function at %s.") :format(name, desc)) warned[warn_key] = true end declared[name] = true end -- Ignore mod namespaces if WARN_INIT and name ~= core.get_current_modname() then core.log("warning", ("Global variable %q created at %s.") :format(name, desc)) end rawset(self, name, value) end function meta:__index(name) local info = getinfo(2, "Sl") local warn_key = ("%s\0%d\0%s"):format(info.source, info.currentline, name) if not declared[name] and not warned[warn_key] and info.what ~= "C" then core.log("warning", ("Undeclared global variable %q accessed at %s:%s") :format(name, info.short_src, info.currentline)) warned[warn_key] = true end return rawget(self, name) end setmetatable(_G, meta)
pgimeno/minetest
builtin/common/strict.lua
Lua
mit
1,655
vector = {} function vector.new(a, b, c) if type(a) == "table" then assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()") return {x=a.x, y=a.y, z=a.z} elseif a then assert(b and c, "Invalid arguments for vector.new()") return {x=a, y=b, z=c} end return {x=0, y=0, z=0} end function vector.equals(a, b) return a.x == b.x and a.y == b.y and a.z == b.z end function vector.length(v) return math.hypot(v.x, math.hypot(v.y, v.z)) end function vector.normalize(v) local len = vector.length(v) if len == 0 then return {x=0, y=0, z=0} else return vector.divide(v, len) end end function vector.floor(v) return { x = math.floor(v.x), y = math.floor(v.y), z = math.floor(v.z) } end function vector.round(v) return { x = math.floor(v.x + 0.5), y = math.floor(v.y + 0.5), z = math.floor(v.z + 0.5) } end function vector.apply(v, func) return { x = func(v.x), y = func(v.y), z = func(v.z) } end function vector.distance(a, b) local x = a.x - b.x local y = a.y - b.y local z = a.z - b.z return math.hypot(x, math.hypot(y, z)) end function vector.direction(pos1, pos2) return vector.normalize({ x = pos2.x - pos1.x, y = pos2.y - pos1.y, z = pos2.z - pos1.z }) end function vector.angle(a, b) local dotp = a.x * b.x + a.y * b.y + a.z * b.z local cpx = a.y * b.z - a.z * b.y local cpy = a.z * b.x - a.x * b.z local cpz = a.x * b.y - a.y * b.x local crossplen = math.sqrt(cpx ^ 2 + cpy ^ 2 + cpz ^ 2) return math.atan2(crossplen, dotp) end function vector.add(a, b) if type(b) == "table" then return {x = a.x + b.x, y = a.y + b.y, z = a.z + b.z} else return {x = a.x + b, y = a.y + b, z = a.z + b} end end function vector.subtract(a, b) if type(b) == "table" then return {x = a.x - b.x, y = a.y - b.y, z = a.z - b.z} else return {x = a.x - b, y = a.y - b, z = a.z - b} end end function vector.multiply(a, b) if type(b) == "table" then return {x = a.x * b.x, y = a.y * b.y, z = a.z * b.z} else return {x = a.x * b, y = a.y * b, z = a.z * b} end end function vector.divide(a, b) if type(b) == "table" then return {x = a.x / b.x, y = a.y / b.y, z = a.z / b.z} else return {x = a.x / b, y = a.y / b, z = a.z / b} end end function vector.sort(a, b) return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)}, {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)} end
pgimeno/minetest
builtin/common/vector.lua
Lua
mit
2,473
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local function buttonbar_formspec(self) if self.hidden then return "" end local formspec = string.format("box[%f,%f;%f,%f;%s]", self.pos.x,self.pos.y ,self.size.x,self.size.y,self.bgcolor) for i=self.startbutton,#self.buttons,1 do local btn_name = self.buttons[i].name local btn_pos = {} if self.orientation == "horizontal" then btn_pos.x = self.pos.x + --base pos (i - self.startbutton) * self.btn_size + --button offset self.btn_initial_offset else btn_pos.x = self.pos.x + (self.btn_size * 0.05) end if self.orientation == "vertical" then btn_pos.y = self.pos.y + --base pos (i - self.startbutton) * self.btn_size + --button offset self.btn_initial_offset else btn_pos.y = self.pos.y + (self.btn_size * 0.05) end if (self.orientation == "vertical" and (btn_pos.y + self.btn_size <= self.pos.y + self.size.y)) or (self.orientation == "horizontal" and (btn_pos.x + self.btn_size <= self.pos.x + self.size.x)) then local borders="true" if self.buttons[i].image ~= nil then borders="false" end formspec = formspec .. string.format("image_button[%f,%f;%f,%f;%s;%s;%s;true;%s]tooltip[%s;%s]", btn_pos.x, btn_pos.y, self.btn_size, self.btn_size, self.buttons[i].image, btn_name, self.buttons[i].caption, borders, btn_name, self.buttons[i].tooltip) else --print("end of displayable buttons: orientation: " .. self.orientation) --print( "button_end: " .. (btn_pos.y + self.btn_size - (self.btn_size * 0.05))) --print( "bar_end: " .. (self.pos.x + self.size.x)) break end end if (self.have_move_buttons) then local btn_dec_pos = {} btn_dec_pos.x = self.pos.x + (self.btn_size * 0.05) btn_dec_pos.y = self.pos.y + (self.btn_size * 0.05) local btn_inc_pos = {} local btn_size = {} if self.orientation == "horizontal" then btn_size.x = 0.5 btn_size.y = self.btn_size btn_inc_pos.x = self.pos.x + self.size.x - 0.5 btn_inc_pos.y = self.pos.y + (self.btn_size * 0.05) else btn_size.x = self.btn_size btn_size.y = 0.5 btn_inc_pos.x = self.pos.x + (self.btn_size * 0.05) btn_inc_pos.y = self.pos.y + self.size.y - 0.5 end local text_dec = "<" local text_inc = ">" if self.orientation == "vertical" then text_dec = "^" text_inc = "v" end formspec = formspec .. string.format("image_button[%f,%f;%f,%f;;btnbar_dec_%s;%s;true;true]", btn_dec_pos.x, btn_dec_pos.y, btn_size.x, btn_size.y, self.name, text_dec) formspec = formspec .. string.format("image_button[%f,%f;%f,%f;;btnbar_inc_%s;%s;true;true]", btn_inc_pos.x, btn_inc_pos.y, btn_size.x, btn_size.y, self.name, text_inc) end return formspec end local function buttonbar_buttonhandler(self, fields) if fields["btnbar_inc_" .. self.name] ~= nil and self.startbutton < #self.buttons then self.startbutton = self.startbutton + 1 return true end if fields["btnbar_dec_" .. self.name] ~= nil and self.startbutton > 1 then self.startbutton = self.startbutton - 1 return true end for i=1,#self.buttons,1 do if fields[self.buttons[i].name] ~= nil then return self.userbuttonhandler(fields) end end end local buttonbar_metatable = { handle_buttons = buttonbar_buttonhandler, handle_events = function(self, event) end, get_formspec = buttonbar_formspec, hide = function(self) self.hidden = true end, show = function(self) self.hidden = false end, delete = function(self) ui.delete(self) end, add_button = function(self, name, caption, image, tooltip) if caption == nil then caption = "" end if image == nil then image = "" end if tooltip == nil then tooltip = "" end self.buttons[#self.buttons + 1] = { name = name, caption = caption, image = image, tooltip = tooltip } if self.orientation == "horizontal" then if ( (self.btn_size * #self.buttons) + (self.btn_size * 0.05 *2) > self.size.x ) then self.btn_initial_offset = self.btn_size * 0.05 + 0.5 self.have_move_buttons = true end else if ((self.btn_size * #self.buttons) + (self.btn_size * 0.05 *2) > self.size.y ) then self.btn_initial_offset = self.btn_size * 0.05 + 0.5 self.have_move_buttons = true end end end, set_bgparams = function(self, bgcolor) if (type(bgcolor) == "string") then self.bgcolor = bgcolor end end, } buttonbar_metatable.__index = buttonbar_metatable function buttonbar_create(name, cbf_buttonhandler, pos, orientation, size) assert(name ~= nil) assert(cbf_buttonhandler ~= nil) assert(orientation == "vertical" or orientation == "horizontal") assert(pos ~= nil and type(pos) == "table") assert(size ~= nil and type(size) == "table") local self = {} self.name = name self.type = "addon" self.bgcolor = "#000000" self.pos = pos self.size = size self.orientation = orientation self.startbutton = 1 self.have_move_buttons = false self.hidden = false if self.orientation == "horizontal" then self.btn_size = self.size.y else self.btn_size = self.size.x end if (self.btn_initial_offset == nil) then self.btn_initial_offset = self.btn_size * 0.05 end self.userbuttonhandler = cbf_buttonhandler self.buttons = {} setmetatable(self,buttonbar_metatable) ui.add(self) return self end
pgimeno/minetest
builtin/fstk/buttonbar.lua
Lua
mit
6,063
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --this program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local function dialog_event_handler(self,event) if self.user_eventhandler == nil or self.user_eventhandler(event) == false then --close dialog on esc if event == "MenuQuit" then self:delete() return true end end end local dialog_metatable = { eventhandler = dialog_event_handler, get_formspec = function(self) if not self.hidden then return self.formspec(self.data) end end, handle_buttons = function(self,fields) if not self.hidden then return self.buttonhandler(self,fields) end end, handle_events = function(self,event) if not self.hidden then return self.eventhandler(self,event) end end, hide = function(self) self.hidden = true end, show = function(self) self.hidden = false end, delete = function(self) if self.parent ~= nil then self.parent:show() end ui.delete(self) end, set_parent = function(self,parent) self.parent = parent end } dialog_metatable.__index = dialog_metatable function dialog_create(name,get_formspec,buttonhandler,eventhandler) local self = {} self.name = name self.type = "toplevel" self.hidden = true self.data = {} self.formspec = get_formspec self.buttonhandler = buttonhandler self.user_eventhandler = eventhandler setmetatable(self,dialog_metatable) ui.add(self) return self end
pgimeno/minetest
builtin/fstk/dialog.lua
Lua
mit
2,070
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- -- A tabview implementation -- -- Usage: -- -- tabview.create: returns initialized tabview raw element -- -- element.add(tab): add a tab declaration -- -- element.handle_buttons() -- -- element.handle_events() -- -- element.getFormspec() returns formspec of tabview -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function add_tab(self,tab) assert(tab.size == nil or (type(tab.size) == table and tab.size.x ~= nil and tab.size.y ~= nil)) assert(tab.cbf_formspec ~= nil and type(tab.cbf_formspec) == "function") assert(tab.cbf_button_handler == nil or type(tab.cbf_button_handler) == "function") assert(tab.cbf_events == nil or type(tab.cbf_events) == "function") local newtab = { name = tab.name, caption = tab.caption, button_handler = tab.cbf_button_handler, event_handler = tab.cbf_events, get_formspec = tab.cbf_formspec, tabsize = tab.tabsize, on_change = tab.on_change, tabdata = {}, } self.tablist[#self.tablist + 1] = newtab if self.last_tab_index == #self.tablist then self.current_tab = tab.name if tab.on_activate ~= nil then tab.on_activate(nil,tab.name) end end end -------------------------------------------------------------------------------- local function get_formspec(self) local formspec = "" if not self.hidden and (self.parent == nil or not self.parent.hidden) then if self.parent == nil then local tsize = self.tablist[self.last_tab_index].tabsize or {width=self.width, height=self.height} formspec = formspec .. string.format("size[%f,%f,%s]",tsize.width,tsize.height, dump(self.fixed_size)) end formspec = formspec .. self:tab_header() formspec = formspec .. self.tablist[self.last_tab_index].get_formspec( self, self.tablist[self.last_tab_index].name, self.tablist[self.last_tab_index].tabdata, self.tablist[self.last_tab_index].tabsize ) end return formspec end -------------------------------------------------------------------------------- local function handle_buttons(self,fields) if self.hidden then return false end if self:handle_tab_buttons(fields) then return true end if self.glb_btn_handler ~= nil and self.glb_btn_handler(self,fields) then return true end if self.tablist[self.last_tab_index].button_handler ~= nil then return self.tablist[self.last_tab_index].button_handler( self, fields, self.tablist[self.last_tab_index].name, self.tablist[self.last_tab_index].tabdata ) end return false end -------------------------------------------------------------------------------- local function handle_events(self,event) if self.hidden then return false end if self.glb_evt_handler ~= nil and self.glb_evt_handler(self,event) then return true end if self.tablist[self.last_tab_index].evt_handler ~= nil then return self.tablist[self.last_tab_index].evt_handler( self, event, self.tablist[self.last_tab_index].name, self.tablist[self.last_tab_index].tabdata ) end return false end -------------------------------------------------------------------------------- local function tab_header(self) local toadd = "" for i=1,#self.tablist,1 do if toadd ~= "" then toadd = toadd .. "," end toadd = toadd .. self.tablist[i].caption end return string.format("tabheader[%f,%f;%s;%s;%i;true;false]", self.header_x, self.header_y, self.name, toadd, self.last_tab_index); end -------------------------------------------------------------------------------- local function switch_to_tab(self, index) --first call on_change for tab to leave if self.tablist[self.last_tab_index].on_change ~= nil then self.tablist[self.last_tab_index].on_change("LEAVE", self.current_tab, self.tablist[index].name) end --update tabview data self.last_tab_index = index local old_tab = self.current_tab self.current_tab = self.tablist[index].name if (self.autosave_tab) then core.settings:set(self.name .. "_LAST",self.current_tab) end -- call for tab to enter if self.tablist[index].on_change ~= nil then self.tablist[index].on_change("ENTER", old_tab,self.current_tab) end end -------------------------------------------------------------------------------- local function handle_tab_buttons(self,fields) --save tab selection to config file if fields[self.name] then local index = tonumber(fields[self.name]) switch_to_tab(self, index) return true end return false end -------------------------------------------------------------------------------- local function set_tab_by_name(self, name) for i=1,#self.tablist,1 do if self.tablist[i].name == name then switch_to_tab(self, i) return true end end return false end -------------------------------------------------------------------------------- local function hide_tabview(self) self.hidden=true --call on_change as we're not gonna show self tab any longer if self.tablist[self.last_tab_index].on_change ~= nil then self.tablist[self.last_tab_index].on_change("LEAVE", self.current_tab, nil) end end -------------------------------------------------------------------------------- local function show_tabview(self) self.hidden=false -- call for tab to enter if self.tablist[self.last_tab_index].on_change ~= nil then self.tablist[self.last_tab_index].on_change("ENTER", nil,self.current_tab) end end local tabview_metatable = { add = add_tab, handle_buttons = handle_buttons, handle_events = handle_events, get_formspec = get_formspec, show = show_tabview, hide = hide_tabview, delete = function(self) ui.delete(self) end, set_parent = function(self,parent) self.parent = parent end, set_autosave_tab = function(self,value) self.autosave_tab = value end, set_tab = set_tab_by_name, set_global_button_handler = function(self,handler) self.glb_btn_handler = handler end, set_global_event_handler = function(self,handler) self.glb_evt_handler = handler end, set_fixed_size = function(self,state) self.fixed_size = state end, tab_header = tab_header, handle_tab_buttons = handle_tab_buttons } tabview_metatable.__index = tabview_metatable -------------------------------------------------------------------------------- function tabview_create(name, size, tabheaderpos) local self = {} self.name = name self.type = "toplevel" self.width = size.x self.height = size.y self.header_x = tabheaderpos.x self.header_y = tabheaderpos.y setmetatable(self, tabview_metatable) self.fixed_size = true self.hidden = true self.current_tab = nil self.last_tab_index = 1 self.tablist = {} self.autosave_tab = false ui.add(self) return self end
pgimeno/minetest
builtin/fstk/tabview.lua
Lua
mit
8,121
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. ui = {} ui.childlist = {} ui.default = nil -------------------------------------------------------------------------------- function ui.add(child) --TODO check child ui.childlist[child.name] = child return child.name end -------------------------------------------------------------------------------- function ui.delete(child) if ui.childlist[child.name] == nil then return false end ui.childlist[child.name] = nil return true end -------------------------------------------------------------------------------- function ui.set_default(name) ui.default = name end -------------------------------------------------------------------------------- function ui.find_by_name(name) return ui.childlist[name] end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- Internal functions not to be called from user -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function wordwrap_quickhack(str) local res = "" local ar = str:split("\n") for i = 1, #ar do local text = ar[i] -- Hack to add word wrapping. -- TODO: Add engine support for wrapping in formspecs while #text > 80 do if res ~= "" then res = res .. "," end res = res .. core.formspec_escape(string.sub(text, 1, 79)) text = string.sub(text, 80, #text) end if res ~= "" then res = res .. "," end res = res .. core.formspec_escape(text) end return res end -------------------------------------------------------------------------------- function ui.update() local formspec = "" -- handle errors if gamedata ~= nil and gamedata.reconnect_requested then formspec = wordwrap_quickhack(gamedata.errormessage or "") formspec = "size[12,5]" .. "label[0.5,0;" .. fgettext("The server has requested a reconnect:") .. "]textlist[0.2,0.8;11.5,3.5;;" .. formspec .. "]button[6,4.6;3,0.5;btn_reconnect_no;" .. fgettext("Main menu") .. "]" .. "button[3,4.6;3,0.5;btn_reconnect_yes;" .. fgettext("Reconnect") .. "]" elseif gamedata ~= nil and gamedata.errormessage ~= nil then formspec = wordwrap_quickhack(gamedata.errormessage) local error_title if string.find(gamedata.errormessage, "ModError") then error_title = fgettext("An error occurred in a Lua script, such as a mod:") else error_title = fgettext("An error occurred:") end formspec = "size[12,5]" .. "label[0.5,0;" .. error_title .. "]textlist[0.2,0.8;11.5,3.5;;" .. formspec .. "]button[4.5,4.6;3,0.5;btn_error_confirm;" .. fgettext("Ok") .. "]" else local active_toplevel_ui_elements = 0 for key,value in pairs(ui.childlist) do if (value.type == "toplevel") then local retval = value:get_formspec() if retval ~= nil and retval ~= "" then active_toplevel_ui_elements = active_toplevel_ui_elements +1 formspec = formspec .. retval end end end -- no need to show addons if there ain't a toplevel element if (active_toplevel_ui_elements > 0) then for key,value in pairs(ui.childlist) do if (value.type == "addon") then local retval = value:get_formspec() if retval ~= nil and retval ~= "" then formspec = formspec .. retval end end end end if (active_toplevel_ui_elements > 1) then core.log("warning", "more than one active ui ".. "element, self most likely isn't intended") end if (active_toplevel_ui_elements == 0) then core.log("warning", "no toplevel ui element ".. "active; switching to default") ui.childlist[ui.default]:show() formspec = ui.childlist[ui.default]:get_formspec() end end core.update_formspec(formspec) end -------------------------------------------------------------------------------- function ui.handle_buttons(fields) for key,value in pairs(ui.childlist) do local retval = value:handle_buttons(fields) if retval then ui.update() return end end end -------------------------------------------------------------------------------- function ui.handle_events(event) for key,value in pairs(ui.childlist) do if value.handle_events ~= nil then local retval = value:handle_events(event) if retval then return retval end end end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- initialize callbacks -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- core.button_handler = function(fields) if fields["btn_reconnect_yes"] then gamedata.reconnect_requested = false gamedata.errormessage = nil gamedata.do_reconnect = true core.start() return elseif fields["btn_reconnect_no"] or fields["btn_error_confirm"] then gamedata.errormessage = nil gamedata.reconnect_requested = false ui.update() return end if ui.handle_buttons(fields) then ui.update() end end -------------------------------------------------------------------------------- core.event_handler = function(event) if ui.handle_events(event) then ui.update() return end if event == "Refresh" then ui.update() return end end
pgimeno/minetest
builtin/fstk/ui.lua
Lua
mit
6,133
-- Minetest: builtin/auth.lua -- -- Builtin authentication handler -- -- Make the auth object private, deny access to mods local core_auth = core.auth core.auth = nil core.builtin_auth_handler = { get_auth = function(name) assert(type(name) == "string") local auth_entry = core_auth.read(name) -- If no such auth found, return nil if not auth_entry then return nil end -- Figure out what privileges the player should have. -- Take a copy of the privilege table local privileges = {} for priv, _ in pairs(auth_entry.privileges) do privileges[priv] = true end -- If singleplayer, give all privileges except those marked as give_to_singleplayer = false if core.is_singleplayer() then for priv, def in pairs(core.registered_privileges) do if def.give_to_singleplayer then privileges[priv] = true end end -- For the admin, give everything elseif name == core.settings:get("name") then for priv, def in pairs(core.registered_privileges) do if def.give_to_admin then privileges[priv] = true end end end -- All done return { password = auth_entry.password, privileges = privileges, -- Is set to nil if unknown last_login = auth_entry.last_login, } end, create_auth = function(name, password) assert(type(name) == "string") assert(type(password) == "string") core.log('info', "Built-in authentication handler adding player '"..name.."'") return core_auth.create({ name = name, password = password, privileges = core.string_to_privs(core.settings:get("default_privs")), last_login = os.time(), }) end, delete_auth = function(name) assert(type(name) == "string") local auth_entry = core_auth.read(name) if not auth_entry then return false end core.log('info', "Built-in authentication handler deleting player '"..name.."'") return core_auth.delete(name) end, set_password = function(name, password) assert(type(name) == "string") assert(type(password) == "string") local auth_entry = core_auth.read(name) if not auth_entry then core.builtin_auth_handler.create_auth(name, password) else core.log('info', "Built-in authentication handler setting password of player '"..name.."'") auth_entry.password = password core_auth.save(auth_entry) end return true end, set_privileges = function(name, privileges) assert(type(name) == "string") assert(type(privileges) == "table") local auth_entry = core_auth.read(name) if not auth_entry then auth_entry = core.builtin_auth_handler.create_auth(name, core.get_password_hash(name, core.settings:get("default_password"))) end -- Run grant callbacks for priv, _ in pairs(privileges) do if not auth_entry.privileges[priv] then core.run_priv_callbacks(name, priv, nil, "grant") end end -- Run revoke callbacks for priv, _ in pairs(auth_entry.privileges) do if not privileges[priv] then core.run_priv_callbacks(name, priv, nil, "revoke") end end auth_entry.privileges = privileges core_auth.save(auth_entry) core.notify_authentication_modified(name) end, reload = function() core_auth.reload() return true end, record_login = function(name) assert(type(name) == "string") local auth_entry = core_auth.read(name) assert(auth_entry) auth_entry.last_login = os.time() core_auth.save(auth_entry) end, iterate = function() local names = {} local nameslist = core_auth.list_names() for k,v in pairs(nameslist) do names[v] = true end return pairs(names) end, } core.register_on_prejoinplayer(function(name, ip) if core.registered_auth_handler ~= nil then return -- Don't do anything if custom auth handler registered end local auth_entry = core_auth.read(name) if auth_entry ~= nil then return end local name_lower = name:lower() for k in core.builtin_auth_handler.iterate() do if k:lower() == name_lower then return string.format("\nCannot create new player called '%s'. ".. "Another account called '%s' is already registered. ".. "Please check the spelling if it's your account ".. "or use a different nickname.", name, k) end end end) -- -- Authentication API -- function core.register_authentication_handler(handler) if core.registered_auth_handler then error("Add-on authentication handler already registered by "..core.registered_auth_handler_modname) end core.registered_auth_handler = handler core.registered_auth_handler_modname = core.get_current_modname() handler.mod_origin = core.registered_auth_handler_modname end function core.get_auth_handler() return core.registered_auth_handler or core.builtin_auth_handler end local function auth_pass(name) return function(...) local auth_handler = core.get_auth_handler() if auth_handler[name] then return auth_handler[name](...) end return false end end core.set_player_password = auth_pass("set_password") core.set_player_privs = auth_pass("set_privileges") core.remove_player_auth = auth_pass("delete_auth") core.auth_reload = auth_pass("reload") local record_login = auth_pass("record_login") core.register_on_joinplayer(function(player) record_login(player:get_player_name()) end)
pgimeno/minetest
builtin/game/auth.lua
Lua
mit
5,196
-- Minetest: builtin/game/chatcommands.lua -- -- Chat command handler -- core.chatcommands = core.registered_chatcommands -- BACKWARDS COMPATIBILITY core.register_on_chat_message(function(name, message) if message:sub(1,1) ~= "/" then return end local cmd, param = string.match(message, "^/([^ ]+) *(.*)") if not cmd then core.chat_send_player(name, "-!- Empty command") return true end param = param or "" local cmd_def = core.registered_chatcommands[cmd] if not cmd_def then core.chat_send_player(name, "-!- Invalid command: " .. cmd) return true end local has_privs, missing_privs = core.check_player_privs(name, cmd_def.privs) if has_privs then core.set_last_run_mod(cmd_def.mod_origin) local success, message = cmd_def.func(name, param) if message then core.chat_send_player(name, message) end else core.chat_send_player(name, "You don't have permission" .. " to run this command (missing privileges: " .. table.concat(missing_privs, ", ") .. ")") end return true -- Handled chat message end) if core.settings:get_bool("profiler.load") then -- Run after register_chatcommand and its register_on_chat_message -- Before any chatcommands that should be profiled profiler.init_chatcommand() end -- Parses a "range" string in the format of "here (number)" or -- "(x1, y1, z1) (x2, y2, z2)", returning two position vectors local function parse_range_str(player_name, str) local p1, p2 local args = str:split(" ") if args[1] == "here" then p1, p2 = core.get_player_radius_area(player_name, tonumber(args[2])) if p1 == nil then return false, "Unable to get player " .. player_name .. " position" end else p1, p2 = core.string_to_area(str) if p1 == nil then return false, "Incorrect area format. Expected: (x1,y1,z1) (x2,y2,z2)" end end return p1, p2 end -- -- Chat commands -- core.register_chatcommand("me", { params = "<action>", description = "Show chat action (e.g., '/me orders a pizza' displays" .. " '<player name> orders a pizza')", privs = {shout=true}, func = function(name, param) core.chat_send_all("* " .. name .. " " .. param) end, }) core.register_chatcommand("admin", { description = "Show the name of the server owner", func = function(name) local admin = core.settings:get("name") if admin then return true, "The administrator of this server is " .. admin .. "." else return false, "There's no administrator named in the config file." end end, }) core.register_chatcommand("privs", { params = "[<name>]", description = "Show privileges of yourself or another player", func = function(caller, param) param = param:trim() local name = (param ~= "" and param or caller) if not core.player_exists(name) then return false, "Player " .. name .. " does not exist." end return true, "Privileges of " .. name .. ": " .. core.privs_to_string( core.get_player_privs(name), ' ') end, }) core.register_chatcommand("haspriv", { params = "<privilege>", description = "Return list of all online players with privilege.", privs = {basic_privs = true}, func = function(caller, param) param = param:trim() if param == "" then return false, "Invalid parameters (see /help haspriv)" end if not core.registered_privileges[param] then return false, "Unknown privilege!" end local privs = core.string_to_privs(param) local players_with_priv = {} for _, player in pairs(core.get_connected_players()) do local player_name = player:get_player_name() if core.check_player_privs(player_name, privs) then table.insert(players_with_priv, player_name) end end return true, "Players online with the \"" .. param .. "\" privilege: " .. table.concat(players_with_priv, ", ") end }) local function handle_grant_command(caller, grantname, grantprivstr) local caller_privs = core.get_player_privs(caller) if not (caller_privs.privs or caller_privs.basic_privs) then return false, "Your privileges are insufficient." end if not core.get_auth_handler().get_auth(grantname) then return false, "Player " .. grantname .. " does not exist." end local grantprivs = core.string_to_privs(grantprivstr) if grantprivstr == "all" then grantprivs = core.registered_privileges end local privs = core.get_player_privs(grantname) local privs_unknown = "" local basic_privs = core.string_to_privs(core.settings:get("basic_privs") or "interact,shout") for priv, _ in pairs(grantprivs) do if not basic_privs[priv] and not caller_privs.privs then return false, "Your privileges are insufficient." end if not core.registered_privileges[priv] then privs_unknown = privs_unknown .. "Unknown privilege: " .. priv .. "\n" end privs[priv] = true end if privs_unknown ~= "" then return false, privs_unknown end for priv, _ in pairs(grantprivs) do core.run_priv_callbacks(grantname, priv, caller, "grant") end core.set_player_privs(grantname, privs) core.log("action", caller..' granted ('..core.privs_to_string(grantprivs, ', ')..') privileges to '..grantname) if grantname ~= caller then core.chat_send_player(grantname, caller .. " granted you privileges: " .. core.privs_to_string(grantprivs, ' ')) end return true, "Privileges of " .. grantname .. ": " .. core.privs_to_string( core.get_player_privs(grantname), ' ') end core.register_chatcommand("grant", { params = "<name> (<privilege> | all)", description = "Give privileges to player", func = function(name, param) local grantname, grantprivstr = string.match(param, "([^ ]+) (.+)") if not grantname or not grantprivstr then return false, "Invalid parameters (see /help grant)" end return handle_grant_command(name, grantname, grantprivstr) end, }) core.register_chatcommand("grantme", { params = "<privilege> | all", description = "Grant privileges to yourself", func = function(name, param) if param == "" then return false, "Invalid parameters (see /help grantme)" end return handle_grant_command(name, name, param) end, }) core.register_chatcommand("revoke", { params = "<name> (<privilege> | all)", description = "Remove privileges from player", privs = {}, func = function(name, param) if not core.check_player_privs(name, {privs=true}) and not core.check_player_privs(name, {basic_privs=true}) then return false, "Your privileges are insufficient." end local revoke_name, revoke_priv_str = string.match(param, "([^ ]+) (.+)") if not revoke_name or not revoke_priv_str then return false, "Invalid parameters (see /help revoke)" elseif not core.get_auth_handler().get_auth(revoke_name) then return false, "Player " .. revoke_name .. " does not exist." end local revoke_privs = core.string_to_privs(revoke_priv_str) local privs = core.get_player_privs(revoke_name) local basic_privs = core.string_to_privs(core.settings:get("basic_privs") or "interact,shout") for priv, _ in pairs(revoke_privs) do if not basic_privs[priv] and not core.check_player_privs(name, {privs=true}) then return false, "Your privileges are insufficient." end end if revoke_priv_str == "all" then revoke_privs = privs privs = {} else for priv, _ in pairs(revoke_privs) do privs[priv] = nil end end for priv, _ in pairs(revoke_privs) do core.run_priv_callbacks(revoke_name, priv, name, "revoke") end core.set_player_privs(revoke_name, privs) core.log("action", name..' revoked (' ..core.privs_to_string(revoke_privs, ', ') ..') privileges from '..revoke_name) if revoke_name ~= name then core.chat_send_player(revoke_name, name .. " revoked privileges from you: " .. core.privs_to_string(revoke_privs, ' ')) end return true, "Privileges of " .. revoke_name .. ": " .. core.privs_to_string( core.get_player_privs(revoke_name), ' ') end, }) core.register_chatcommand("setpassword", { params = "<name> <password>", description = "Set player's password", privs = {password=true}, func = function(name, param) local toname, raw_password = string.match(param, "^([^ ]+) +(.+)$") if not toname then toname = param:match("^([^ ]+) *$") raw_password = nil end if not toname then return false, "Name field required" end local act_str_past = "?" local act_str_pres = "?" if not raw_password then core.set_player_password(toname, "") act_str_past = "cleared" act_str_pres = "clears" else core.set_player_password(toname, core.get_password_hash(toname, raw_password)) act_str_past = "set" act_str_pres = "sets" end if toname ~= name then core.chat_send_player(toname, "Your password was " .. act_str_past .. " by " .. name) end core.log("action", name .. " " .. act_str_pres .. " password of " .. toname .. ".") return true, "Password of player \"" .. toname .. "\" " .. act_str_past end, }) core.register_chatcommand("clearpassword", { params = "<name>", description = "Set empty password for a player", privs = {password=true}, func = function(name, param) local toname = param if toname == "" then return false, "Name field required" end core.set_player_password(toname, '') core.log("action", name .. " clears password of " .. toname .. ".") return true, "Password of player \"" .. toname .. "\" cleared" end, }) core.register_chatcommand("auth_reload", { params = "", description = "Reload authentication data", privs = {server=true}, func = function(name, param) local done = core.auth_reload() return done, (done and "Done." or "Failed.") end, }) core.register_chatcommand("remove_player", { params = "<name>", description = "Remove a player's data", privs = {server=true}, func = function(name, param) local toname = param if toname == "" then return false, "Name field required" end local rc = core.remove_player(toname) if rc == 0 then core.log("action", name .. " removed player data of " .. toname .. ".") return true, "Player \"" .. toname .. "\" removed." elseif rc == 1 then return true, "No such player \"" .. toname .. "\" to remove." elseif rc == 2 then return true, "Player \"" .. toname .. "\" is connected, cannot remove." end return false, "Unhandled remove_player return code " .. rc .. "" end, }) core.register_chatcommand("teleport", { params = "<X>,<Y>,<Z> | <to_name> | (<name> <X>,<Y>,<Z>) | (<name> <to_name>)", description = "Teleport to position or player", privs = {teleport=true}, func = function(name, param) -- Returns (pos, true) if found, otherwise (pos, false) local function find_free_position_near(pos) local tries = { {x=1,y=0,z=0}, {x=-1,y=0,z=0}, {x=0,y=0,z=1}, {x=0,y=0,z=-1}, } for _, d in ipairs(tries) do local p = {x = pos.x+d.x, y = pos.y+d.y, z = pos.z+d.z} local n = core.get_node_or_nil(p) if n and n.name then local def = core.registered_nodes[n.name] if def and not def.walkable then return p, true end end end return pos, false end local teleportee = nil local p = {} p.x, p.y, p.z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$") p.x = tonumber(p.x) p.y = tonumber(p.y) p.z = tonumber(p.z) if p.x and p.y and p.z then local lm = 31000 if p.x < -lm or p.x > lm or p.y < -lm or p.y > lm or p.z < -lm or p.z > lm then return false, "Cannot teleport out of map bounds!" end teleportee = core.get_player_by_name(name) if teleportee then teleportee:set_pos(p) return true, "Teleporting to "..core.pos_to_string(p) end end local teleportee = nil local p = nil local target_name = nil target_name = param:match("^([^ ]+)$") teleportee = core.get_player_by_name(name) if target_name then local target = core.get_player_by_name(target_name) if target then p = target:get_pos() end end if teleportee and p then p = find_free_position_near(p) teleportee:set_pos(p) return true, "Teleporting to " .. target_name .. " at "..core.pos_to_string(p) end if not core.check_player_privs(name, {bring=true}) then return false, "You don't have permission to teleport other players (missing bring privilege)" end local teleportee = nil local p = {} local teleportee_name = nil teleportee_name, p.x, p.y, p.z = param:match( "^([^ ]+) +([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$") p.x, p.y, p.z = tonumber(p.x), tonumber(p.y), tonumber(p.z) if teleportee_name then teleportee = core.get_player_by_name(teleportee_name) end if teleportee and p.x and p.y and p.z then teleportee:set_pos(p) return true, "Teleporting " .. teleportee_name .. " to " .. core.pos_to_string(p) end local teleportee = nil local p = nil local teleportee_name = nil local target_name = nil teleportee_name, target_name = string.match(param, "^([^ ]+) +([^ ]+)$") if teleportee_name then teleportee = core.get_player_by_name(teleportee_name) end if target_name then local target = core.get_player_by_name(target_name) if target then p = target:get_pos() end end if teleportee and p then p = find_free_position_near(p) teleportee:set_pos(p) return true, "Teleporting " .. teleportee_name .. " to " .. target_name .. " at " .. core.pos_to_string(p) end return false, 'Invalid parameters ("' .. param .. '") or player not found (see /help teleport)' end, }) core.register_chatcommand("set", { params = "([-n] <name> <value>) | <name>", description = "Set or read server configuration setting", privs = {server=true}, func = function(name, param) local arg, setname, setvalue = string.match(param, "(-[n]) ([^ ]+) (.+)") if arg and arg == "-n" and setname and setvalue then core.settings:set(setname, setvalue) return true, setname .. " = " .. setvalue end local setname, setvalue = string.match(param, "([^ ]+) (.+)") if setname and setvalue then if not core.settings:get(setname) then return false, "Failed. Use '/set -n <name> <value>' to create a new setting." end core.settings:set(setname, setvalue) return true, setname .. " = " .. setvalue end local setname = string.match(param, "([^ ]+)") if setname then local setvalue = core.settings:get(setname) if not setvalue then setvalue = "<not set>" end return true, setname .. " = " .. setvalue end return false, "Invalid parameters (see /help set)." end, }) local function emergeblocks_callback(pos, action, num_calls_remaining, ctx) if ctx.total_blocks == 0 then ctx.total_blocks = num_calls_remaining + 1 ctx.current_blocks = 0 end ctx.current_blocks = ctx.current_blocks + 1 if ctx.current_blocks == ctx.total_blocks then core.chat_send_player(ctx.requestor_name, string.format("Finished emerging %d blocks in %.2fms.", ctx.total_blocks, (os.clock() - ctx.start_time) * 1000)) end end local function emergeblocks_progress_update(ctx) if ctx.current_blocks ~= ctx.total_blocks then core.chat_send_player(ctx.requestor_name, string.format("emergeblocks update: %d/%d blocks emerged (%.1f%%)", ctx.current_blocks, ctx.total_blocks, (ctx.current_blocks / ctx.total_blocks) * 100)) core.after(2, emergeblocks_progress_update, ctx) end end core.register_chatcommand("emergeblocks", { params = "(here [<radius>]) | (<pos1> <pos2>)", description = "Load (or, if nonexistent, generate) map blocks " .. "contained in area pos1 to pos2 (<pos1> and <pos2> must be in parentheses)", privs = {server=true}, func = function(name, param) local p1, p2 = parse_range_str(name, param) if p1 == false then return false, p2 end local context = { current_blocks = 0, total_blocks = 0, start_time = os.clock(), requestor_name = name } core.emerge_area(p1, p2, emergeblocks_callback, context) core.after(2, emergeblocks_progress_update, context) return true, "Started emerge of area ranging from " .. core.pos_to_string(p1, 1) .. " to " .. core.pos_to_string(p2, 1) end, }) core.register_chatcommand("deleteblocks", { params = "(here [<radius>]) | (<pos1> <pos2>)", description = "Delete map blocks contained in area pos1 to pos2 " .. "(<pos1> and <pos2> must be in parentheses)", privs = {server=true}, func = function(name, param) local p1, p2 = parse_range_str(name, param) if p1 == false then return false, p2 end if core.delete_area(p1, p2) then return true, "Successfully cleared area ranging from " .. core.pos_to_string(p1, 1) .. " to " .. core.pos_to_string(p2, 1) else return false, "Failed to clear one or more blocks in area" end end, }) core.register_chatcommand("fixlight", { params = "(here [<radius>]) | (<pos1> <pos2>)", description = "Resets lighting in the area between pos1 and pos2 " .. "(<pos1> and <pos2> must be in parentheses)", privs = {server = true}, func = function(name, param) local p1, p2 = parse_range_str(name, param) if p1 == false then return false, p2 end if core.fix_light(p1, p2) then return true, "Successfully reset light in the area ranging from " .. core.pos_to_string(p1, 1) .. " to " .. core.pos_to_string(p2, 1) else return false, "Failed to load one or more blocks in area" end end, }) core.register_chatcommand("mods", { params = "", description = "List mods installed on the server", privs = {}, func = function(name, param) return true, table.concat(core.get_modnames(), ", ") end, }) local function handle_give_command(cmd, giver, receiver, stackstring) core.log("action", giver .. " invoked " .. cmd .. ', stackstring="' .. stackstring .. '"') local itemstack = ItemStack(stackstring) if itemstack:is_empty() then return false, "Cannot give an empty item" elseif (not itemstack:is_known()) or (itemstack:get_name() == "unknown") then return false, "Cannot give an unknown item" -- Forbid giving 'ignore' due to unwanted side effects elseif itemstack:get_name() == "ignore" then return false, "Giving 'ignore' is not allowed" end local receiverref = core.get_player_by_name(receiver) if receiverref == nil then return false, receiver .. " is not a known player" end local leftover = receiverref:get_inventory():add_item("main", itemstack) local partiality if leftover:is_empty() then partiality = "" elseif leftover:get_count() == itemstack:get_count() then partiality = "could not be " else partiality = "partially " end -- The actual item stack string may be different from what the "giver" -- entered (e.g. big numbers are always interpreted as 2^16-1). stackstring = itemstack:to_string() if giver == receiver then local msg = "%q %sadded to inventory." return true, msg:format(stackstring, partiality) else core.chat_send_player(receiver, ("%q %sadded to inventory.") :format(stackstring, partiality)) local msg = "%q %sadded to %s's inventory." return true, msg:format(stackstring, partiality, receiver) end end core.register_chatcommand("give", { params = "<name> <ItemString> [<count> [<wear>]]", description = "Give item to player", privs = {give=true}, func = function(name, param) local toname, itemstring = string.match(param, "^([^ ]+) +(.+)$") if not toname or not itemstring then return false, "Name and ItemString required" end return handle_give_command("/give", name, toname, itemstring) end, }) core.register_chatcommand("giveme", { params = "<ItemString> [<count> [<wear>]]", description = "Give item to yourself", privs = {give=true}, func = function(name, param) local itemstring = string.match(param, "(.+)$") if not itemstring then return false, "ItemString required" end return handle_give_command("/giveme", name, name, itemstring) end, }) core.register_chatcommand("spawnentity", { params = "<EntityName> [<X>,<Y>,<Z>]", description = "Spawn entity at given (or your) position", privs = {give=true, interact=true}, func = function(name, param) local entityname, p = string.match(param, "^([^ ]+) *(.*)$") if not entityname then return false, "EntityName required" end core.log("action", ("%s invokes /spawnentity, entityname=%q") :format(name, entityname)) local player = core.get_player_by_name(name) if player == nil then core.log("error", "Unable to spawn entity, player is nil") return false, "Unable to spawn entity, player is nil" end if not core.registered_entities[entityname] then return false, "Cannot spawn an unknown entity" end if p == "" then p = player:get_pos() else p = core.string_to_pos(p) if p == nil then return false, "Invalid parameters ('" .. param .. "')" end end p.y = p.y + 1 core.add_entity(p, entityname) return true, ("%q spawned."):format(entityname) end, }) core.register_chatcommand("pulverize", { params = "", description = "Destroy item in hand", func = function(name, param) local player = core.get_player_by_name(name) if not player then core.log("error", "Unable to pulverize, no player.") return false, "Unable to pulverize, no player." end local wielded_item = player:get_wielded_item() if wielded_item:is_empty() then return false, "Unable to pulverize, no item in hand." end core.log("action", name .. " pulverized \"" .. wielded_item:get_name() .. " " .. wielded_item:get_count() .. "\"") player:set_wielded_item(nil) return true, "An item was pulverized." end, }) -- Key = player name core.rollback_punch_callbacks = {} core.register_on_punchnode(function(pos, node, puncher) local name = puncher and puncher:get_player_name() if name and core.rollback_punch_callbacks[name] then core.rollback_punch_callbacks[name](pos, node, puncher) core.rollback_punch_callbacks[name] = nil end end) core.register_chatcommand("rollback_check", { params = "[<range>] [<seconds>] [<limit>]", description = "Check who last touched a node or a node near it" .. " within the time specified by <seconds>. Default: range = 0," .. " seconds = 86400 = 24h, limit = 5", privs = {rollback=true}, func = function(name, param) if not core.settings:get_bool("enable_rollback_recording") then return false, "Rollback functions are disabled." end local range, seconds, limit = param:match("(%d+) *(%d*) *(%d*)") range = tonumber(range) or 0 seconds = tonumber(seconds) or 86400 limit = tonumber(limit) or 5 if limit > 100 then return false, "That limit is too high!" end core.rollback_punch_callbacks[name] = function(pos, node, puncher) local name = puncher:get_player_name() core.chat_send_player(name, "Checking " .. core.pos_to_string(pos) .. "...") local actions = core.rollback_get_node_actions(pos, range, seconds, limit) if not actions then core.chat_send_player(name, "Rollback functions are disabled") return end local num_actions = #actions if num_actions == 0 then core.chat_send_player(name, "Nobody has touched" .. " the specified location in " .. seconds .. " seconds") return end local time = os.time() for i = num_actions, 1, -1 do local action = actions[i] core.chat_send_player(name, ("%s %s %s -> %s %d seconds ago.") :format( core.pos_to_string(action.pos), action.actor, action.oldnode.name, action.newnode.name, time - action.time)) end end return true, "Punch a node (range=" .. range .. ", seconds=" .. seconds .. "s, limit=" .. limit .. ")" end, }) core.register_chatcommand("rollback", { params = "(<name> [<seconds>]) | (:<actor> [<seconds>])", description = "Revert actions of a player. Default for <seconds> is 60", privs = {rollback=true}, func = function(name, param) if not core.settings:get_bool("enable_rollback_recording") then return false, "Rollback functions are disabled." end local target_name, seconds = string.match(param, ":([^ ]+) *(%d*)") if not target_name then local player_name = nil player_name, seconds = string.match(param, "([^ ]+) *(%d*)") if not player_name then return false, "Invalid parameters. See /help rollback" .. " and /help rollback_check." end target_name = "player:"..player_name end seconds = tonumber(seconds) or 60 core.chat_send_player(name, "Reverting actions of " .. target_name .. " since " .. seconds .. " seconds.") local success, log = core.rollback_revert_actions_by( target_name, seconds) local response = "" if #log > 100 then response = "(log is too long to show)\n" else for _, line in pairs(log) do response = response .. line .. "\n" end end response = response .. "Reverting actions " .. (success and "succeeded." or "FAILED.") return success, response end, }) core.register_chatcommand("status", { description = "Show server status", func = function(name, param) local status = core.get_server_status(name, false) if status and status ~= "" then return true, status end return false, "This command was disabled by a mod or game" end, }) core.register_chatcommand("time", { params = "[<0..23>:<0..59> | <0..24000>]", description = "Show or set time of day", privs = {}, func = function(name, param) if param == "" then local current_time = math.floor(core.get_timeofday() * 1440) local minutes = current_time % 60 local hour = (current_time - minutes) / 60 return true, ("Current time is %d:%02d"):format(hour, minutes) end local player_privs = core.get_player_privs(name) if not player_privs.settime then return false, "You don't have permission to run this command " .. "(missing privilege: settime)." end local hour, minute = param:match("^(%d+):(%d+)$") if not hour then local new_time = tonumber(param) if not new_time then return false, "Invalid time." end -- Backward compatibility. core.set_timeofday((new_time % 24000) / 24000) core.log("action", name .. " sets time to " .. new_time) return true, "Time of day changed." end hour = tonumber(hour) minute = tonumber(minute) if hour < 0 or hour > 23 then return false, "Invalid hour (must be between 0 and 23 inclusive)." elseif minute < 0 or minute > 59 then return false, "Invalid minute (must be between 0 and 59 inclusive)." end core.set_timeofday((hour * 60 + minute) / 1440) core.log("action", ("%s sets time to %d:%02d"):format(name, hour, minute)) return true, "Time of day changed." end, }) core.register_chatcommand("days", { description = "Show day count since world creation", func = function(name, param) return true, "Current day is " .. core.get_day_count() end }) core.register_chatcommand("shutdown", { params = "[<delay_in_seconds> | -1] [reconnect] [<message>]", description = "Shutdown server (-1 cancels a delayed shutdown)", privs = {server=true}, func = function(name, param) local delay, reconnect, message delay, param = param:match("^%s*(%S+)(.*)") if param then reconnect, param = param:match("^%s*(%S+)(.*)") end message = param and param:match("^%s*(.+)") or "" delay = tonumber(delay) or 0 if delay == 0 then core.log("action", name .. " shuts down server") core.chat_send_all("*** Server shutting down (operator request).") end core.request_shutdown(message:trim(), core.is_yes(reconnect), delay) end, }) core.register_chatcommand("ban", { params = "[<name> | <IP_address>]", description = "Ban player or show ban list", privs = {ban=true}, func = function(name, param) if param == "" then local ban_list = core.get_ban_list() if ban_list == "" then return true, "The ban list is empty." else return true, "Ban list: " .. ban_list end end if not core.get_player_by_name(param) then return false, "No such player." end if not core.ban_player(param) then return false, "Failed to ban player." end local desc = core.get_ban_description(param) core.log("action", name .. " bans " .. desc .. ".") return true, "Banned " .. desc .. "." end, }) core.register_chatcommand("unban", { params = "<name> | <IP_address>", description = "Remove player ban", privs = {ban=true}, func = function(name, param) if not core.unban_player_or_ip(param) then return false, "Failed to unban player/IP." end core.log("action", name .. " unbans " .. param) return true, "Unbanned " .. param end, }) core.register_chatcommand("kick", { params = "<name> [<reason>]", description = "Kick a player", privs = {kick=true}, func = function(name, param) local tokick, reason = param:match("([^ ]+) (.+)") tokick = tokick or param if not core.kick_player(tokick, reason) then return false, "Failed to kick player " .. tokick end local log_reason = "" if reason then log_reason = " with reason \"" .. reason .. "\"" end core.log("action", name .. " kicks " .. tokick .. log_reason) return true, "Kicked " .. tokick end, }) core.register_chatcommand("clearobjects", { params = "[full | quick]", description = "Clear all objects in world", privs = {server=true}, func = function(name, param) local options = {} if param == "" or param == "quick" then options.mode = "quick" elseif param == "full" then options.mode = "full" else return false, "Invalid usage, see /help clearobjects." end core.log("action", name .. " clears all objects (" .. options.mode .. " mode).") core.chat_send_all("Clearing all objects. This may take long." .. " You may experience a timeout. (by " .. name .. ")") core.clear_objects(options) core.log("action", "Object clearing done.") core.chat_send_all("*** Cleared all objects.") end, }) core.register_chatcommand("msg", { params = "<name> <message>", description = "Send a private message", privs = {shout=true}, func = function(name, param) local sendto, message = param:match("^(%S+)%s(.+)$") if not sendto then return false, "Invalid usage, see /help msg." end if not core.get_player_by_name(sendto) then return false, "The player " .. sendto .. " is not online." end core.log("action", "PM from " .. name .. " to " .. sendto .. ": " .. message) core.chat_send_player(sendto, "PM from " .. name .. ": " .. message) return true, "Message sent." end, }) core.register_chatcommand("last-login", { params = "[<name>]", description = "Get the last login time of a player or yourself", func = function(name, param) if param == "" then param = name end local pauth = core.get_auth_handler().get_auth(param) if pauth and pauth.last_login then -- Time in UTC, ISO 8601 format return true, "Last login time was " .. os.date("!%Y-%m-%dT%H:%M:%SZ", pauth.last_login) end return false, "Last login time is unknown" end, }) core.register_chatcommand("clearinv", { params = "[<name>]", description = "Clear the inventory of yourself or another player", func = function(name, param) local player if param and param ~= "" and param ~= name then if not core.check_player_privs(name, {server=true}) then return false, "You don't have permission" .. " to clear another player's inventory (missing privilege: server)" end player = core.get_player_by_name(param) core.chat_send_player(param, name.." cleared your inventory.") else player = core.get_player_by_name(name) end if player then player:get_inventory():set_list("main", {}) player:get_inventory():set_list("craft", {}) player:get_inventory():set_list("craftpreview", {}) core.log("action", name.." clears "..player:get_player_name().."'s inventory") return true, "Cleared "..player:get_player_name().."'s inventory." else return false, "Player must be online to clear inventory!" end end, }) local function handle_kill_command(killer, victim) if core.settings:get_bool("enable_damage") == false then return false, "Players can't be killed, damage has been disabled." end local victimref = core.get_player_by_name(victim) if victimref == nil then return false, string.format("Player %s is not online.", victim) elseif victimref:get_hp() <= 0 then if killer == victim then return false, "You are already dead." else return false, string.format("%s is already dead.", victim) end end if not killer == victim then core.log("action", string.format("%s killed %s", killer, victim)) end -- Kill victim victimref:set_hp(0) return true, string.format("%s has been killed.", victim) end core.register_chatcommand("kill", { params = "[<name>]", description = "Kill player or yourself", privs = {server=true}, func = function(name, param) return handle_kill_command(name, param == "" and name or param) end, })
pgimeno/minetest
builtin/game/chatcommands.lua
Lua
mit
32,621
-- Minetest: builtin/constants.lua -- -- Constants values for use with the Lua API -- -- mapnode.h -- Built-in Content IDs (for use with VoxelManip API) core.CONTENT_UNKNOWN = 125 core.CONTENT_AIR = 126 core.CONTENT_IGNORE = 127 -- emerge.h -- Block emerge status constants (for use with core.emerge_area) core.EMERGE_CANCELLED = 0 core.EMERGE_ERRORED = 1 core.EMERGE_FROM_MEMORY = 2 core.EMERGE_FROM_DISK = 3 core.EMERGE_GENERATED = 4 -- constants.h -- Size of mapblocks in nodes core.MAP_BLOCKSIZE = 16 -- Default maximal HP of a player core.PLAYER_MAX_HP_DEFAULT = 20 -- Default maximal breath of a player core.PLAYER_MAX_BREATH_DEFAULT = 11 -- light.h -- Maximum value for node 'light_source' parameter core.LIGHT_MAX = 14
pgimeno/minetest
builtin/game/constants.lua
Lua
mit
747
-- Minetest: builtin/deprecated.lua -- -- Default material types -- local function digprop_err() core.log("deprecated", "The core.digprop_* functions are obsolete and need to be replaced by item groups.") end core.digprop_constanttime = digprop_err core.digprop_stonelike = digprop_err core.digprop_dirtlike = digprop_err core.digprop_gravellike = digprop_err core.digprop_woodlike = digprop_err core.digprop_leaveslike = digprop_err core.digprop_glasslike = digprop_err function core.node_metadata_inventory_move_allow_all() core.log("deprecated", "core.node_metadata_inventory_move_allow_all is obsolete and does nothing.") end function core.add_to_creative_inventory(itemstring) core.log("deprecated", "core.add_to_creative_inventory: This function is deprecated and does nothing.") end -- -- EnvRef -- core.env = {} local envref_deprecation_message_printed = false setmetatable(core.env, { __index = function(table, key) if not envref_deprecation_message_printed then core.log("deprecated", "core.env:[...] is deprecated and should be replaced with core.[...]") envref_deprecation_message_printed = true end local func = core[key] if type(func) == "function" then rawset(table, key, function(self, ...) return func(...) end) else rawset(table, key, nil) end return rawget(table, key) end }) function core.rollback_get_last_node_actor(pos, range, seconds) return core.rollback_get_node_actions(pos, range, seconds, 1)[1] end -- -- core.setting_* -- local settings = core.settings local function setting_proxy(name) return function(...) core.log("deprecated", "WARNING: minetest.setting_* ".. "functions are deprecated. ".. "Use methods on the minetest.settings object.") return settings[name](settings, ...) end end core.setting_set = setting_proxy("set") core.setting_get = setting_proxy("get") core.setting_setbool = setting_proxy("set_bool") core.setting_getbool = setting_proxy("get_bool") core.setting_save = setting_proxy("write")
pgimeno/minetest
builtin/game/deprecated.lua
Lua
mit
2,002
-- Minetest: builtin/detached_inventory.lua core.detached_inventories = {} function core.create_detached_inventory(name, callbacks, player_name) local stuff = {} stuff.name = name if callbacks then stuff.allow_move = callbacks.allow_move stuff.allow_put = callbacks.allow_put stuff.allow_take = callbacks.allow_take stuff.on_move = callbacks.on_move stuff.on_put = callbacks.on_put stuff.on_take = callbacks.on_take end stuff.mod_origin = core.get_current_modname() or "??" core.detached_inventories[name] = stuff return core.create_detached_inventory_raw(name, player_name) end function core.remove_detached_inventory(name) core.detached_inventories[name] = nil return core.remove_detached_inventory_raw(name) end
pgimeno/minetest
builtin/game/detached_inventory.lua
Lua
mit
739
-- Minetest: builtin/item.lua local builtin_shared = ... -- -- Falling stuff -- core.register_entity(":__builtin:falling_node", { initial_properties = { visual = "wielditem", visual_size = {x = 0.667, y = 0.667}, textures = {}, physical = true, is_visible = false, collide_with_objects = false, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, node = {}, meta = {}, set_node = function(self, node, meta) self.node = node self.meta = meta or {} self.object:set_properties({ is_visible = true, textures = {node.name}, }) end, get_staticdata = function(self) local ds = { node = self.node, meta = self.meta, } return core.serialize(ds) end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) local ds = core.deserialize(staticdata) if ds and ds.node then self:set_node(ds.node, ds.meta) elseif ds then self:set_node(ds) elseif staticdata ~= "" then self:set_node({name = staticdata}) end end, on_step = function(self, dtime) -- Set gravity local acceleration = self.object:get_acceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:set_acceleration({x = 0, y = -10, z = 0}) end -- Turn to actual node when colliding with ground, or continue to move local pos = self.object:get_pos() -- Position of bottom center point local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- 'bcn' is nil for unloaded nodes local bcn = core.get_node_or_nil(bcp) -- Delete on contact with ignore at world edges if bcn and bcn.name == "ignore" then self.object:remove() return end local bcd = bcn and core.registered_nodes[bcn.name] if bcn and (not bcd or bcd.walkable or (core.get_item_group(self.node.name, "float") ~= 0 and bcd.liquidtype ~= "none")) then if bcd and bcd.leveled and bcn.name == self.node.name then local addlevel = self.node.level if not addlevel or addlevel <= 0 then addlevel = bcd.leveled end if core.add_node_level(bcp, addlevel) == 0 then self.object:remove() return end elseif bcd and bcd.buildable_to and (core.get_item_group(self.node.name, "float") == 0 or bcd.liquidtype == "none") then core.remove_node(bcp) return end local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} -- Check what's here local n2 = core.get_node(np) local nd = core.registered_nodes[n2.name] -- If it's not air or liquid, remove node and replace it with -- it's drops if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then core.remove_node(np) if nd and nd.buildable_to == false then -- Add dropped items local drops = core.get_node_drops(n2, "") for _, dropped_item in pairs(drops) do core.add_item(np, dropped_item) end end -- Run script hook for _, callback in pairs(core.registered_on_dignodes) do callback(np, n2) end end -- Create node and remove entity local def = core.registered_nodes[self.node.name] if def then core.add_node(np, self.node) if self.meta then local meta = core.get_meta(np) meta:from_table(self.meta) end if def.sounds and def.sounds.place then core.sound_play(def.sounds.place, {pos = np}) end end self.object:remove() core.check_for_falling(np) return end local vel = self.object:get_velocity() if vector.equals(vel, {x = 0, y = 0, z = 0}) then local npos = self.object:get_pos() self.object:set_pos(vector.round(npos)) end end }) local function convert_to_falling_node(pos, node) local obj = core.add_entity(pos, "__builtin:falling_node") if not obj then return false end node.level = core.get_node_level(pos) local meta = core.get_meta(pos) local metatable = meta and meta:to_table() or {} local def = core.registered_nodes[node.name] if def and def.sounds and def.sounds.fall then core.sound_play(def.sounds.fall, {pos = pos}) end obj:get_luaentity():set_node(node, metatable) core.remove_node(pos) return true end function core.spawn_falling_node(pos) local node = core.get_node(pos) if node.name == "air" or node.name == "ignore" then return false end return convert_to_falling_node(pos, node) end local function drop_attached_node(p) local n = core.get_node(p) local drops = core.get_node_drops(n, "") local def = core.registered_items[n.name] if def and def.preserve_metadata then local oldmeta = core.get_meta(p):to_table().fields -- Copy pos and node because the callback can modify them. local pos_copy = {x=p.x, y=p.y, z=p.z} local node_copy = {name=n.name, param1=n.param1, param2=n.param2} local drop_stacks = {} for k, v in pairs(drops) do drop_stacks[k] = ItemStack(v) end drops = drop_stacks def.preserve_metadata(pos_copy, node_copy, oldmeta, drops) end if def and def.sounds and def.sounds.fall then core.sound_play(def.sounds.fall, {pos = p}) end core.remove_node(p) for _, item in pairs(drops) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, z = p.z + math.random()/2 - 0.25, } core.add_item(pos, item) end end function builtin_shared.check_attached_node(p, n) local def = core.registered_nodes[n.name] local d = {x = 0, y = 0, z = 0} if def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" then -- The fallback vector here is in case 'wallmounted to dir' is nil due -- to voxelmanip placing a wallmounted node without resetting a -- pre-existing param2 value that is out-of-range for wallmounted. -- The fallback vector corresponds to param2 = 0. d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0} else d.y = -1 end local p2 = vector.add(p, d) local nn = core.get_node(p2).name local def2 = core.registered_nodes[nn] if def2 and not def2.walkable then return false end return true end -- -- Some common functions -- function core.check_single_for_falling(p) local n = core.get_node(p) if core.get_item_group(n.name, "falling_node") ~= 0 then local p_bottom = {x = p.x, y = p.y - 1, z = p.z} -- Only spawn falling node if node below is loaded local n_bottom = core.get_node_or_nil(p_bottom) local d_bottom = n_bottom and core.registered_nodes[n_bottom.name] if d_bottom and (core.get_item_group(n.name, "float") == 0 or d_bottom.liquidtype == "none") and (n.name ~= n_bottom.name or (d_bottom.leveled and core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and (not d_bottom.walkable or d_bottom.buildable_to) then convert_to_falling_node(p, n) return true end end if core.get_item_group(n.name, "attached_node") ~= 0 then if not builtin_shared.check_attached_node(p, n) then drop_attached_node(p) return true end end return false end -- This table is specifically ordered. -- We don't walk diagonals, only our direct neighbors, and self. -- Down first as likely case, but always before self. The same with sides. -- Up must come last, so that things above self will also fall all at once. local check_for_falling_neighbors = { {x = -1, y = -1, z = 0}, {x = 1, y = -1, z = 0}, {x = 0, y = -1, z = -1}, {x = 0, y = -1, z = 1}, {x = 0, y = -1, z = 0}, {x = -1, y = 0, z = 0}, {x = 1, y = 0, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 0, z = -1}, {x = 0, y = 0, z = 0}, {x = 0, y = 1, z = 0}, } function core.check_for_falling(p) -- Round p to prevent falling entities to get stuck. p = vector.round(p) -- We make a stack, and manually maintain size for performance. -- Stored in the stack, we will maintain tables with pos, and -- last neighbor visited. This way, when we get back to each -- node, we know which directions we have already walked, and -- which direction is the next to walk. local s = {} local n = 0 -- The neighbor order we will visit from our table. local v = 1 while true do -- Push current pos onto the stack. n = n + 1 s[n] = {p = p, v = v} -- Select next node from neighbor list. p = vector.add(p, check_for_falling_neighbors[v]) -- Now we check out the node. If it is in need of an update, -- it will let us know in the return value (true = updated). if not core.check_single_for_falling(p) then -- If we don't need to "recurse" (walk) to it then pop -- our previous pos off the stack and continue from there, -- with the v value we were at when we last were at that -- node repeat local pop = s[n] p = pop.p v = pop.v s[n] = nil n = n - 1 -- If there's nothing left on the stack, and no -- more sides to walk to, we're done and can exit if n == 0 and v == 11 then return end until v < 11 -- The next round walk the next neighbor in list. v = v + 1 else -- If we did need to walk the neighbor, then -- start walking it from the walk order start (1), -- and not the order we just pushed up the stack. v = 1 end end end -- -- Global callbacks -- local function on_placenode(p, node) core.check_for_falling(p) end core.register_on_placenode(on_placenode) local function on_dignode(p, node) core.check_for_falling(p) end core.register_on_dignode(on_dignode) local function on_punchnode(p, node) core.check_for_falling(p) end core.register_on_punchnode(on_punchnode)
pgimeno/minetest
builtin/game/falling.lua
Lua
mit
9,326
-- Minetest: builtin/features.lua core.features = { glasslike_framed = true, nodebox_as_selectionbox = true, get_all_craft_recipes_works = true, use_texture_alpha = true, no_legacy_abms = true, texture_names_parens = true, area_store_custom_ids = true, add_entity_with_staticdata = true, no_chat_message_prediction = true, object_use_texture_alpha = true, object_independent_selectionbox = true, } function core.has_feature(arg) if type(arg) == "table" then local missing_features = {} local result = true for ftr in pairs(arg) do if not core.features[ftr] then missing_features[ftr] = true result = false end end return result, missing_features elseif type(arg) == "string" then if not core.features[arg] then return false, {[arg]=true} end return true, {} end end
pgimeno/minetest
builtin/game/features.lua
Lua
mit
815
-- Prevent anyone else accessing those functions local forceload_block = core.forceload_block local forceload_free_block = core.forceload_free_block core.forceload_block = nil core.forceload_free_block = nil local blocks_forceloaded local blocks_temploaded = {} local total_forceloaded = 0 local BLOCKSIZE = core.MAP_BLOCKSIZE local function get_blockpos(pos) return { x = math.floor(pos.x/BLOCKSIZE), y = math.floor(pos.y/BLOCKSIZE), z = math.floor(pos.z/BLOCKSIZE)} end -- When we create/free a forceload, it's either transient or persistent. We want -- to add to/remove from the table that corresponds to the type of forceload, but -- we also need the other table because whether we forceload a block depends on -- both tables. -- This function returns the "primary" table we are adding to/removing from, and -- the other table. local function get_relevant_tables(transient) if transient then return blocks_temploaded, blocks_forceloaded else return blocks_forceloaded, blocks_temploaded end end function core.forceload_block(pos, transient) local blockpos = get_blockpos(pos) local hash = core.hash_node_position(blockpos) local relevant_table, other_table = get_relevant_tables(transient) if relevant_table[hash] ~= nil then relevant_table[hash] = relevant_table[hash] + 1 return true elseif other_table[hash] ~= nil then relevant_table[hash] = 1 else if total_forceloaded >= (tonumber(core.settings:get("max_forceloaded_blocks")) or 16) then return false end total_forceloaded = total_forceloaded+1 relevant_table[hash] = 1 forceload_block(blockpos) return true end end function core.forceload_free_block(pos, transient) local blockpos = get_blockpos(pos) local hash = core.hash_node_position(blockpos) local relevant_table, other_table = get_relevant_tables(transient) if relevant_table[hash] == nil then return end if relevant_table[hash] > 1 then relevant_table[hash] = relevant_table[hash] - 1 elseif other_table[hash] ~= nil then relevant_table[hash] = nil else total_forceloaded = total_forceloaded-1 relevant_table[hash] = nil forceload_free_block(blockpos) end end -- Keep the forceloaded areas after restart local wpath = core.get_worldpath() local function read_file(filename) local f = io.open(filename, "r") if f==nil then return {} end local t = f:read("*all") f:close() if t=="" or t==nil then return {} end return core.deserialize(t) or {} end local function write_file(filename, table) local f = io.open(filename, "w") f:write(core.serialize(table)) f:close() end blocks_forceloaded = read_file(wpath.."/force_loaded.txt") for _, __ in pairs(blocks_forceloaded) do total_forceloaded = total_forceloaded + 1 end core.after(5, function() for hash, _ in pairs(blocks_forceloaded) do local blockpos = core.get_position_from_hash(hash) forceload_block(blockpos) end end) core.register_on_shutdown(function() write_file(wpath.."/force_loaded.txt", blocks_forceloaded) end)
pgimeno/minetest
builtin/game/forceloading.lua
Lua
mit
2,976
local scriptpath = core.get_builtin_path() local commonpath = scriptpath.."common"..DIR_DELIM local gamepath = scriptpath.."game"..DIR_DELIM -- Shared between builtin files, but -- not exposed to outer context local builtin_shared = {} dofile(commonpath.."vector.lua") dofile(gamepath.."constants.lua") assert(loadfile(gamepath.."item.lua"))(builtin_shared) dofile(gamepath.."register.lua") if core.settings:get_bool("profiler.load") then profiler = dofile(scriptpath.."profiler"..DIR_DELIM.."init.lua") end dofile(commonpath .. "after.lua") dofile(gamepath.."item_entity.lua") dofile(gamepath.."deprecated.lua") dofile(gamepath.."misc.lua") dofile(gamepath.."privileges.lua") dofile(gamepath.."auth.lua") dofile(commonpath .. "chatcommands.lua") dofile(gamepath.."chatcommands.lua") dofile(gamepath.."static_spawn.lua") dofile(gamepath.."detached_inventory.lua") assert(loadfile(gamepath.."falling.lua"))(builtin_shared) dofile(gamepath.."features.lua") dofile(gamepath.."voxelarea.lua") dofile(gamepath.."forceloading.lua") dofile(gamepath.."statbars.lua") profiler = nil
pgimeno/minetest
builtin/game/init.lua
Lua
mit
1,082
-- Minetest: builtin/item.lua local builtin_shared = ... local function copy_pointed_thing(pointed_thing) return { type = pointed_thing.type, above = vector.new(pointed_thing.above), under = vector.new(pointed_thing.under), ref = pointed_thing.ref, } end -- -- Item definition helpers -- function core.inventorycube(img1, img2, img3) img2 = img2 or img1 img3 = img3 or img1 return "[inventorycube" .. "{" .. img1:gsub("%^", "&") .. "{" .. img2:gsub("%^", "&") .. "{" .. img3:gsub("%^", "&") end function core.get_pointed_thing_position(pointed_thing, above) if pointed_thing.type == "node" then if above then -- The position where a node would be placed return pointed_thing.above end -- The position where a node would be dug return pointed_thing.under elseif pointed_thing.type == "object" then return pointed_thing.ref and pointed_thing.ref:get_pos() end end function core.dir_to_facedir(dir, is6d) --account for y if requested if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then --from above if dir.y < 0 then if math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 19 else return 13 end else if dir.z < 0 then return 10 else return 4 end end --from below else if math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 15 else return 17 end else if dir.z < 0 then return 6 else return 8 end end end --otherwise, place horizontally elseif math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 3 else return 1 end else if dir.z < 0 then return 2 else return 0 end end end -- Table of possible dirs local facedir_to_dir = { {x= 0, y=0, z= 1}, {x= 1, y=0, z= 0}, {x= 0, y=0, z=-1}, {x=-1, y=0, z= 0}, {x= 0, y=-1, z= 0}, {x= 0, y=1, z= 0}, } -- Mapping from facedir value to index in facedir_to_dir. local facedir_to_dir_map = { [0]=1, 2, 3, 4, 5, 2, 6, 4, 6, 2, 5, 4, 1, 5, 3, 6, 1, 6, 3, 5, 1, 4, 3, 2, } function core.facedir_to_dir(facedir) return facedir_to_dir[facedir_to_dir_map[facedir % 32]] end function core.dir_to_wallmounted(dir) if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then if dir.y < 0 then return 1 else return 0 end elseif math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 3 else return 2 end else if dir.z < 0 then return 5 else return 4 end end end -- table of dirs in wallmounted order local wallmounted_to_dir = { [0] = {x = 0, y = 1, z = 0}, {x = 0, y = -1, z = 0}, {x = 1, y = 0, z = 0}, {x = -1, y = 0, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 0, z = -1}, } function core.wallmounted_to_dir(wallmounted) return wallmounted_to_dir[wallmounted % 8] end function core.dir_to_yaw(dir) return -math.atan2(dir.x, dir.z) end function core.yaw_to_dir(yaw) return {x = -math.sin(yaw), y = 0, z = math.cos(yaw)} end function core.is_colored_paramtype(ptype) return (ptype == "color") or (ptype == "colorfacedir") or (ptype == "colorwallmounted") end function core.strip_param2_color(param2, paramtype2) if not core.is_colored_paramtype(paramtype2) then return nil end if paramtype2 == "colorfacedir" then param2 = math.floor(param2 / 32) * 32 elseif paramtype2 == "colorwallmounted" then param2 = math.floor(param2 / 8) * 8 end -- paramtype2 == "color" requires no modification. return param2 end function core.get_node_drops(node, toolname) -- Compatibility, if node is string local nodename = node local param2 = 0 -- New format, if node is table if (type(node) == "table") then nodename = node.name param2 = node.param2 end local def = core.registered_nodes[nodename] local drop = def and def.drop local ptype = def and def.paramtype2 -- get color, if there is color (otherwise nil) local palette_index = core.strip_param2_color(param2, ptype) if drop == nil then -- default drop if palette_index then local stack = ItemStack(nodename) stack:get_meta():set_int("palette_index", palette_index) return {stack:to_string()} end return {nodename} elseif type(drop) == "string" then -- itemstring drop return drop ~= "" and {drop} or {} elseif drop.items == nil then -- drop = {} to disable default drop return {} end -- Extended drop table local got_items = {} local got_count = 0 local _, item, tool for _, item in ipairs(drop.items) do local good_rarity = true local good_tool = true if item.rarity ~= nil then good_rarity = item.rarity < 1 or math.random(item.rarity) == 1 end if item.tools ~= nil then good_tool = false end if item.tools ~= nil and toolname then for _, tool in ipairs(item.tools) do if tool:sub(1, 1) == '~' then good_tool = toolname:find(tool:sub(2)) ~= nil else good_tool = toolname == tool end if good_tool then break end end end if good_rarity and good_tool then got_count = got_count + 1 for _, add_item in ipairs(item.items) do -- add color, if necessary if item.inherit_color and palette_index then local stack = ItemStack(add_item) stack:get_meta():set_int("palette_index", palette_index) add_item = stack:to_string() end got_items[#got_items+1] = add_item end if drop.max_items ~= nil and got_count == drop.max_items then break end end end return got_items end local function user_name(user) return user and user:get_player_name() or "" end local function is_protected(pos, name) return core.is_protected(pos, name) and not minetest.check_player_privs(name, "protection_bypass") end -- Returns a logging function. For empty names, does not log. local function make_log(name) return name ~= "" and core.log or function() end end function core.item_place_node(itemstack, placer, pointed_thing, param2, prevent_after_place) local def = itemstack:get_definition() if def.type ~= "node" or pointed_thing.type ~= "node" then return itemstack, false end local under = pointed_thing.under local oldnode_under = core.get_node_or_nil(under) local above = pointed_thing.above local oldnode_above = core.get_node_or_nil(above) local playername = user_name(placer) local log = make_log(playername) if not oldnode_under or not oldnode_above then log("info", playername .. " tried to place" .. " node in unloaded position " .. core.pos_to_string(above)) return itemstack, false end local olddef_under = core.registered_nodes[oldnode_under.name] olddef_under = olddef_under or core.nodedef_default local olddef_above = core.registered_nodes[oldnode_above.name] olddef_above = olddef_above or core.nodedef_default if not olddef_above.buildable_to and not olddef_under.buildable_to then log("info", playername .. " tried to place" .. " node in invalid position " .. core.pos_to_string(above) .. ", replacing " .. oldnode_above.name) return itemstack, false end -- Place above pointed node local place_to = {x = above.x, y = above.y, z = above.z} -- If node under is buildable_to, place into it instead (eg. snow) if olddef_under.buildable_to then log("info", "node under is buildable to") place_to = {x = under.x, y = under.y, z = under.z} end if is_protected(place_to, playername) then log("action", playername .. " tried to place " .. def.name .. " at protected position " .. core.pos_to_string(place_to)) core.record_protection_violation(place_to, playername) return itemstack end log("action", playername .. " places node " .. def.name .. " at " .. core.pos_to_string(place_to)) local oldnode = core.get_node(place_to) local newnode = {name = def.name, param1 = 0, param2 = param2 or 0} -- Calculate direction for wall mounted stuff like torches and signs if def.place_param2 ~= nil then newnode.param2 = def.place_param2 elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") and not param2 then local dir = { x = under.x - above.x, y = under.y - above.y, z = under.z - above.z } newnode.param2 = core.dir_to_wallmounted(dir) -- Calculate the direction for furnaces and chests and stuff elseif (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") and not param2 then local placer_pos = placer and placer:get_pos() if placer_pos then local dir = { x = above.x - placer_pos.x, y = above.y - placer_pos.y, z = above.z - placer_pos.z } newnode.param2 = core.dir_to_facedir(dir) log("action", "facedir: " .. newnode.param2) end end local metatable = itemstack:get_meta():to_table().fields -- Transfer color information if metatable.palette_index and not def.place_param2 then local color_divisor = nil if def.paramtype2 == "color" then color_divisor = 1 elseif def.paramtype2 == "colorwallmounted" then color_divisor = 8 elseif def.paramtype2 == "colorfacedir" then color_divisor = 32 end if color_divisor then local color = math.floor(metatable.palette_index / color_divisor) local other = newnode.param2 % color_divisor newnode.param2 = color * color_divisor + other end end -- Check if the node is attached and if it can be placed there if core.get_item_group(def.name, "attached_node") ~= 0 and not builtin_shared.check_attached_node(place_to, newnode) then log("action", "attached node " .. def.name .. " can not be placed at " .. core.pos_to_string(place_to)) return itemstack, false end -- Add node and update core.add_node(place_to, newnode) local take_item = true -- Run callback if def.after_place_node and not prevent_after_place then -- Deepcopy place_to and pointed_thing because callback can modify it local place_to_copy = {x=place_to.x, y=place_to.y, z=place_to.z} local pointed_thing_copy = copy_pointed_thing(pointed_thing) if def.after_place_node(place_to_copy, placer, itemstack, pointed_thing_copy) then take_item = false end end -- Run script hook for _, callback in ipairs(core.registered_on_placenodes) do -- Deepcopy pos, node and pointed_thing because callback can modify them local place_to_copy = {x=place_to.x, y=place_to.y, z=place_to.z} local newnode_copy = {name=newnode.name, param1=newnode.param1, param2=newnode.param2} local oldnode_copy = {name=oldnode.name, param1=oldnode.param1, param2=oldnode.param2} local pointed_thing_copy = copy_pointed_thing(pointed_thing) if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then take_item = false end end if take_item then itemstack:take_item() end return itemstack, true end function core.item_place_object(itemstack, placer, pointed_thing) local pos = core.get_pointed_thing_position(pointed_thing, true) if pos ~= nil then local item = itemstack:take_item() core.add_item(pos, item) end return itemstack end function core.item_place(itemstack, placer, pointed_thing, param2) -- Call on_rightclick if the pointed node defines it if pointed_thing.type == "node" and placer and not placer:get_player_control().sneak then local n = core.get_node(pointed_thing.under) local nn = n.name if core.registered_nodes[nn] and core.registered_nodes[nn].on_rightclick then return core.registered_nodes[nn].on_rightclick(pointed_thing.under, n, placer, itemstack, pointed_thing) or itemstack, false end end if itemstack:get_definition().type == "node" then return core.item_place_node(itemstack, placer, pointed_thing, param2) end return itemstack end function core.item_secondary_use(itemstack, placer) return itemstack end function core.item_drop(itemstack, dropper, pos) local dropper_is_player = dropper and dropper:is_player() local p = table.copy(pos) local cnt = itemstack:get_count() if dropper_is_player then p.y = p.y + 1.2 end local item = itemstack:take_item(cnt) local obj = core.add_item(p, item) if obj then if dropper_is_player then local dir = dropper:get_look_dir() dir.x = dir.x * 2.9 dir.y = dir.y * 2.9 + 2 dir.z = dir.z * 2.9 obj:set_velocity(dir) obj:get_luaentity().dropped_by = dropper:get_player_name() end return itemstack end -- If we reach this, adding the object to the -- environment failed end function core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing) for _, callback in pairs(core.registered_on_item_eats) do local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing) if result then return result end end if itemstack:take_item() ~= nil then user:set_hp(user:get_hp() + hp_change) local def = itemstack:get_definition() if def and def.sound and def.sound.eat then minetest.sound_play(def.sound.eat, { pos = user:get_pos(), max_hear_distance = 16 }) end if replace_with_item then if itemstack:is_empty() then itemstack:add_item(replace_with_item) else local inv = user:get_inventory() -- Check if inv is null, since non-players don't have one if inv and inv:room_for_item("main", {name=replace_with_item}) then inv:add_item("main", replace_with_item) else local pos = user:get_pos() pos.y = math.floor(pos.y + 0.5) core.add_item(pos, replace_with_item) end end end end return itemstack end function core.item_eat(hp_change, replace_with_item) return function(itemstack, user, pointed_thing) -- closure if user then return core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing) end end end function core.node_punch(pos, node, puncher, pointed_thing) -- Run script hook for _, callback in ipairs(core.registered_on_punchnodes) do -- Copy pos and node because callback can modify them local pos_copy = vector.new(pos) local node_copy = {name=node.name, param1=node.param1, param2=node.param2} local pointed_thing_copy = pointed_thing and copy_pointed_thing(pointed_thing) or nil callback(pos_copy, node_copy, puncher, pointed_thing_copy) end end function core.handle_node_drops(pos, drops, digger) -- Add dropped items to object's inventory local inv = digger and digger:get_inventory() local give_item if inv then give_item = function(item) return inv:add_item("main", item) end else give_item = function(item) -- itemstring to ItemStack for left:is_empty() return ItemStack(item) end end for _, dropped_item in pairs(drops) do local left = give_item(dropped_item) if not left:is_empty() then local p = { x = pos.x + math.random()/2-0.25, y = pos.y + math.random()/2-0.25, z = pos.z + math.random()/2-0.25, } core.add_item(p, left) end end end function core.node_dig(pos, node, digger) local diggername = user_name(digger) local log = make_log(diggername) local def = core.registered_nodes[node.name] if def and (not def.diggable or (def.can_dig and not def.can_dig(pos, digger))) then log("info", diggername .. " tried to dig " .. node.name .. " which is not diggable " .. core.pos_to_string(pos)) return end if is_protected(pos, diggername) then log("action", diggername .. " tried to dig " .. node.name .. " at protected position " .. core.pos_to_string(pos)) core.record_protection_violation(pos, diggername) return end log('action', diggername .. " digs " .. node.name .. " at " .. core.pos_to_string(pos)) local wielded = digger and digger:get_wielded_item() local drops = core.get_node_drops(node, wielded and wielded:get_name()) if wielded then local wdef = wielded:get_definition() local tp = wielded:get_tool_capabilities() local dp = core.get_dig_params(def and def.groups, tp) if wdef and wdef.after_use then wielded = wdef.after_use(wielded, digger, node, dp) or wielded else -- Wear out tool if not core.settings:get_bool("creative_mode") then wielded:add_wear(dp.wear) if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then core.sound_play(wdef.sound.breaks, {pos = pos, gain = 0.5}) end end end digger:set_wielded_item(wielded) end -- Check to see if metadata should be preserved. if def and def.preserve_metadata then local oldmeta = core.get_meta(pos):to_table().fields -- Copy pos and node because the callback can modify them. local pos_copy = {x=pos.x, y=pos.y, z=pos.z} local node_copy = {name=node.name, param1=node.param1, param2=node.param2} local drop_stacks = {} for k, v in pairs(drops) do drop_stacks[k] = ItemStack(v) end drops = drop_stacks def.preserve_metadata(pos_copy, node_copy, oldmeta, drops) end -- Handle drops core.handle_node_drops(pos, drops, digger) local oldmetadata = nil if def and def.after_dig_node then oldmetadata = core.get_meta(pos):to_table() end -- Remove node and update core.remove_node(pos) -- Run callback if def and def.after_dig_node then -- Copy pos and node because callback can modify them local pos_copy = {x=pos.x, y=pos.y, z=pos.z} local node_copy = {name=node.name, param1=node.param1, param2=node.param2} def.after_dig_node(pos_copy, node_copy, oldmetadata, digger) end -- Run script hook local _, callback for _, callback in ipairs(core.registered_on_dignodes) do local origin = core.callback_origins[callback] if origin then core.set_last_run_mod(origin.mod) --print("Running " .. tostring(callback) .. -- " (a " .. origin.name .. " callback in " .. origin.mod .. ")") else --print("No data associated with callback") end -- Copy pos and node because callback can modify them local pos_copy = {x=pos.x, y=pos.y, z=pos.z} local node_copy = {name=node.name, param1=node.param1, param2=node.param2} callback(pos_copy, node_copy, digger) end end function core.itemstring_with_palette(item, palette_index) local stack = ItemStack(item) -- convert to ItemStack stack:get_meta():set_int("palette_index", palette_index) return stack:to_string() end function core.itemstring_with_color(item, colorstring) local stack = ItemStack(item) -- convert to ItemStack stack:get_meta():set_string("color", colorstring) return stack:to_string() end -- This is used to allow mods to redefine core.item_place and so on -- NOTE: This is not the preferred way. Preferred way is to provide enough -- callbacks to not require redefining global functions. -celeron55 local function redef_wrapper(table, name) return function(...) return table[name](...) end end -- -- Item definition defaults -- core.nodedef_default = { -- Item properties type="node", -- name intentionally not defined here description = "", groups = {}, inventory_image = "", wield_image = "", wield_scale = {x=1,y=1,z=1}, stack_max = 99, usable = false, liquids_pointable = false, tool_capabilities = nil, node_placement_prediction = nil, -- Interaction callbacks on_place = redef_wrapper(core, 'item_place'), -- core.item_place on_drop = redef_wrapper(core, 'item_drop'), -- core.item_drop on_use = nil, can_dig = nil, on_punch = redef_wrapper(core, 'node_punch'), -- core.node_punch on_rightclick = nil, on_dig = redef_wrapper(core, 'node_dig'), -- core.node_dig on_receive_fields = nil, on_metadata_inventory_move = core.node_metadata_inventory_move_allow_all, on_metadata_inventory_offer = core.node_metadata_inventory_offer_allow_all, on_metadata_inventory_take = core.node_metadata_inventory_take_allow_all, -- Node properties drawtype = "normal", visual_scale = 1.0, -- Don't define these because otherwise the old tile_images and -- special_materials wouldn't be read --tiles ={""}, --special_tiles = { -- {name="", backface_culling=true}, -- {name="", backface_culling=true}, --}, alpha = 255, post_effect_color = {a=0, r=0, g=0, b=0}, paramtype = "none", paramtype2 = "none", is_ground_content = true, sunlight_propagates = false, walkable = true, pointable = true, diggable = true, climbable = false, buildable_to = false, floodable = false, liquidtype = "none", liquid_alternative_flowing = "", liquid_alternative_source = "", liquid_viscosity = 0, drowning = 0, light_source = 0, damage_per_second = 0, selection_box = {type="regular"}, legacy_facedir_simple = false, legacy_wallmounted = false, } core.craftitemdef_default = { type="craft", -- name intentionally not defined here description = "", groups = {}, inventory_image = "", wield_image = "", wield_scale = {x=1,y=1,z=1}, stack_max = 99, liquids_pointable = false, tool_capabilities = nil, -- Interaction callbacks on_place = redef_wrapper(core, 'item_place'), -- core.item_place on_drop = redef_wrapper(core, 'item_drop'), -- core.item_drop on_secondary_use = redef_wrapper(core, 'item_secondary_use'), on_use = nil, } core.tooldef_default = { type="tool", -- name intentionally not defined here description = "", groups = {}, inventory_image = "", wield_image = "", wield_scale = {x=1,y=1,z=1}, stack_max = 1, liquids_pointable = false, tool_capabilities = nil, -- Interaction callbacks on_place = redef_wrapper(core, 'item_place'), -- core.item_place on_secondary_use = redef_wrapper(core, 'item_secondary_use'), on_drop = redef_wrapper(core, 'item_drop'), -- core.item_drop on_use = nil, } core.noneitemdef_default = { -- This is used for the hand and unknown items type="none", -- name intentionally not defined here description = "", groups = {}, inventory_image = "", wield_image = "", wield_scale = {x=1,y=1,z=1}, stack_max = 99, liquids_pointable = false, tool_capabilities = nil, -- Interaction callbacks on_place = redef_wrapper(core, 'item_place'), on_secondary_use = redef_wrapper(core, 'item_secondary_use'), on_drop = nil, on_use = nil, }
pgimeno/minetest
builtin/game/item.lua
Lua
mit
21,725
-- Minetest: builtin/item_entity.lua function core.spawn_item(pos, item) -- Take item in any format local stack = ItemStack(item) local obj = core.add_entity(pos, "__builtin:item") -- Don't use obj if it couldn't be added to the map. if obj then obj:get_luaentity():set_item(stack:to_string()) end return obj end -- If item_entity_ttl is not set, enity will have default life time -- Setting it to -1 disables the feature local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900 local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81 core.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3}, visual = "wielditem", visual_size = {x = 0.4, y = 0.4}, textures = {""}, spritediv = {x = 1, y = 1}, initial_sprite_basepos = {x = 0, y = 0}, is_visible = false, }, itemstring = "", moving_state = true, slippery_state = false, age = 0, set_item = function(self, item) local stack = ItemStack(item or self.itemstring) self.itemstring = stack:to_string() if self.itemstring == "" then -- item not yet known return end -- Backwards compatibility: old clients use the texture -- to get the type of the item local itemname = stack:is_known() and stack:get_name() or "unknown" local max_count = stack:get_stack_max() local count = math.min(stack:get_count(), max_count) local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3) local coll_height = size * 0.75 self.object:set_properties({ is_visible = true, visual = "wielditem", textures = {itemname}, visual_size = {x = size, y = size}, collisionbox = {-size, -coll_height, -size, size, coll_height, size}, selectionbox = {-size, -size, -size, size, size, size}, automatic_rotate = math.pi * 0.5 * 0.2 / size, wield_item = self.itemstring, }) end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, age = self.age, dropped_by = self.dropped_by }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = core.deserialize(staticdata) if data and type(data) == "table" then self.itemstring = data.itemstring self.age = (data.age or 0) + dtime_s self.dropped_by = data.dropped_by end else self.itemstring = staticdata end self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 2, z = 0}) self.object:set_acceleration({x = 0, y = -gravity, z = 0}) self:set_item() end, try_merge_with = function(self, own_stack, object, entity) if self.age == entity.age then -- Can not merge with itself return false end local stack = ItemStack(entity.itemstring) local name = stack:get_name() if own_stack:get_name() ~= name or own_stack:get_meta() ~= stack:get_meta() or own_stack:get_wear() ~= stack:get_wear() or own_stack:get_free_space() == 0 then -- Can not merge different or full stack return false end local count = own_stack:get_count() local total_count = stack:get_count() + count local max_count = stack:get_stack_max() if total_count > max_count then return false end -- Merge the remote stack into this one local pos = object:get_pos() pos.y = pos.y + ((total_count - count) / max_count) * 0.15 self.object:move_to(pos) self.age = 0 -- Handle as new entity own_stack:set_count(total_count) self:set_item(own_stack) entity.itemstring = "" object:remove() return true end, on_step = function(self, dtime) self.age = self.age + dtime if time_to_live > 0 and self.age > time_to_live then self.itemstring = "" self.object:remove() return end local pos = self.object:get_pos() local node = core.get_node_or_nil({ x = pos.x, y = pos.y + self.object:get_properties().collisionbox[2] - 0.05, z = pos.z }) -- Delete in 'ignore' nodes if node and node.name == "ignore" then self.itemstring = "" self.object:remove() return end local vel = self.object:get_velocity() local def = node and core.registered_nodes[node.name] local is_moving = (def and not def.walkable) or vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0 local is_slippery = false if def and def.walkable then local slippery = core.get_item_group(node.name, "slippery") is_slippery = slippery ~= 0 if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then -- Horizontal deceleration local slip_factor = 4.0 / (slippery + 4) self.object:set_acceleration({ x = -vel.x * slip_factor, y = 0, z = -vel.z * slip_factor }) elseif vel.y == 0 then is_moving = false end end if self.moving_state == is_moving and self.slippery_state == is_slippery then -- Do not update anything until the moving state changes return end self.moving_state = is_moving self.slippery_state = is_slippery if is_moving then self.object:set_acceleration({x = 0, y = -gravity, z = 0}) else self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0}) end --Only collect items if not moving if is_moving then return end -- Collect the items around to merge with local own_stack = ItemStack(self.itemstring) if own_stack:get_free_space() == 0 then return end local objects = core.get_objects_inside_radius(pos, 1.0) for k, obj in pairs(objects) do local entity = obj:get_luaentity() if entity and entity.name == "__builtin:item" then if self:try_merge_with(own_stack, obj, entity) then own_stack = ItemStack(self.itemstring) if own_stack:get_free_space() == 0 then return end end end end end, on_punch = function(self, hitter) local inv = hitter:get_inventory() if inv and self.itemstring ~= "" then local left = inv:add_item("main", self.itemstring) if left and not left:is_empty() then self:set_item(left) return end end self.itemstring = "" self.object:remove() end, })
pgimeno/minetest
builtin/game/item_entity.lua
Lua
mit
6,146
-- Minetest: builtin/misc.lua -- -- Misc. API functions -- function core.check_player_privs(name, ...) if core.is_player(name) then name = name:get_player_name() elseif type(name) ~= "string" then error("core.check_player_privs expects a player or playername as " .. "argument.", 2) end local requested_privs = {...} local player_privs = core.get_player_privs(name) local missing_privileges = {} if type(requested_privs[1]) == "table" then -- We were provided with a table like { privA = true, privB = true }. for priv, value in pairs(requested_privs[1]) do if value and not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end else -- Only a list, we can process it directly. for key, priv in pairs(requested_privs) do if not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end end if #missing_privileges > 0 then return false, missing_privileges end return true, "" end local player_list = {} function core.send_join_message(player_name) if not core.is_singleplayer() then core.chat_send_all("*** " .. player_name .. " joined the game.") end end function core.send_leave_message(player_name, timed_out) local announcement = "*** " .. player_name .. " left the game." if timed_out then announcement = announcement .. " (timed out)" end core.chat_send_all(announcement) end core.register_on_joinplayer(function(player) local player_name = player:get_player_name() player_list[player_name] = player if not minetest.is_singleplayer() then local status = core.get_server_status(player_name, true) if status and status ~= "" then core.chat_send_player(player_name, status) end end core.send_join_message(player_name) end) core.register_on_leaveplayer(function(player, timed_out) local player_name = player:get_player_name() player_list[player_name] = nil core.send_leave_message(player_name, timed_out) end) function core.get_connected_players() local temp_table = {} for index, value in pairs(player_list) do if value:is_player_connected() then temp_table[#temp_table + 1] = value end end return temp_table end function core.is_player(player) -- a table being a player is also supported because it quacks sufficiently -- like a player if it has the is_player function local t = type(player) return (t == "userdata" or t == "table") and type(player.is_player) == "function" and player:is_player() end function core.player_exists(name) return core.get_auth_handler().get_auth(name) ~= nil end -- Returns two position vectors representing a box of `radius` in each -- direction centered around the player corresponding to `player_name` function core.get_player_radius_area(player_name, radius) local player = core.get_player_by_name(player_name) if player == nil then return nil end local p1 = player:get_pos() local p2 = p1 if radius then p1 = vector.subtract(p1, radius) p2 = vector.add(p2, radius) end return p1, p2 end function core.hash_node_position(pos) return (pos.z + 32768) * 65536 * 65536 + (pos.y + 32768) * 65536 + pos.x + 32768 end function core.get_position_from_hash(hash) local pos = {} pos.x = (hash % 65536) - 32768 hash = math.floor(hash / 65536) pos.y = (hash % 65536) - 32768 hash = math.floor(hash / 65536) pos.z = (hash % 65536) - 32768 return pos end function core.get_item_group(name, group) if not core.registered_items[name] or not core.registered_items[name].groups[group] then return 0 end return core.registered_items[name].groups[group] end function core.get_node_group(name, group) core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead") return core.get_item_group(name, group) end function core.setting_get_pos(name) local value = core.settings:get(name) if not value then return nil end return core.string_to_pos(value) end -- To be overriden by protection mods function core.is_protected(pos, name) return false end function core.record_protection_violation(pos, name) for _, func in pairs(core.registered_on_protection_violation) do func(pos, name) end end -- Checks if specified volume intersects a protected volume function core.is_area_protected(minp, maxp, player_name, interval) -- 'interval' is the largest allowed interval for the 3D lattice of checks. -- Compute the optimal float step 'd' for each axis so that all corners and -- borders are checked. 'd' will be smaller or equal to 'interval'. -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the -- for loop (which might otherwise not be the case due to rounding errors). -- Default to 4 interval = interval or 4 local d = {} for _, c in pairs({"x", "y", "z"}) do if minp[c] > maxp[c] then -- Repair positions: 'minp' > 'maxp' local tmp = maxp[c] maxp[c] = minp[c] minp[c] = tmp end if maxp[c] > minp[c] then d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 else d[c] = 1 -- Any value larger than 0 to avoid division by zero end end for zf = minp.z, maxp.z, d.z do local z = math.floor(zf + 0.5) for yf = minp.y, maxp.y, d.y do local y = math.floor(yf + 0.5) for xf = minp.x, maxp.x, d.x do local x = math.floor(xf + 0.5) local pos = {x = x, y = y, z = z} if core.is_protected(pos, player_name) then return pos end end end end return false end local raillike_ids = {} local raillike_cur_id = 0 function core.raillike_group(name) local id = raillike_ids[name] if not id then raillike_cur_id = raillike_cur_id + 1 raillike_ids[name] = raillike_cur_id id = raillike_cur_id end return id end -- HTTP callback interface function core.http_add_fetch(httpenv) httpenv.fetch = function(req, callback) local handle = httpenv.fetch_async(req) local function update_http_status() local res = httpenv.fetch_async_get(handle) if res.completed then callback(res) else core.after(0, update_http_status) end end core.after(0, update_http_status) end return httpenv end function core.close_formspec(player_name, formname) return core.show_formspec(player_name, formname, "") end function core.cancel_shutdown_requests() core.request_shutdown("", false, -1) end
pgimeno/minetest
builtin/game/misc.lua
Lua
mit
6,319
-- Minetest: builtin/privileges.lua -- -- Privileges -- core.registered_privileges = {} function core.register_privilege(name, param) local function fill_defaults(def) if def.give_to_singleplayer == nil then def.give_to_singleplayer = true end if def.give_to_admin == nil then def.give_to_admin = def.give_to_singleplayer end if def.description == nil then def.description = "(no description)" end end local def = {} if type(param) == "table" then def = param else def = {description = param} end fill_defaults(def) core.registered_privileges[name] = def end core.register_privilege("interact", "Can interact with things and modify the world") core.register_privilege("shout", "Can speak in chat") core.register_privilege("basic_privs", "Can modify 'shout' and 'interact' privileges") core.register_privilege("privs", "Can modify privileges") core.register_privilege("teleport", { description = "Can teleport self", give_to_singleplayer = false, }) core.register_privilege("bring", { description = "Can teleport other players", give_to_singleplayer = false, }) core.register_privilege("settime", { description = "Can set the time of day using /time", give_to_singleplayer = false, }) core.register_privilege("server", { description = "Can do server maintenance stuff", give_to_singleplayer = false, give_to_admin = true, }) core.register_privilege("protection_bypass", { description = "Can bypass node protection in the world", give_to_singleplayer = false, }) core.register_privilege("ban", { description = "Can ban and unban players", give_to_singleplayer = false, give_to_admin = true, }) core.register_privilege("kick", { description = "Can kick players", give_to_singleplayer = false, give_to_admin = true, }) core.register_privilege("give", { description = "Can use /give and /giveme", give_to_singleplayer = false, }) core.register_privilege("password", { description = "Can use /setpassword and /clearpassword", give_to_singleplayer = false, give_to_admin = true, }) core.register_privilege("fly", { description = "Can use fly mode", give_to_singleplayer = false, }) core.register_privilege("fast", { description = "Can use fast mode", give_to_singleplayer = false, }) core.register_privilege("noclip", { description = "Can fly through solid nodes using noclip mode", give_to_singleplayer = false, }) core.register_privilege("rollback", { description = "Can use the rollback functionality", give_to_singleplayer = false, }) core.register_privilege("debug", { description = "Allows enabling various debug options that may affect gameplay", give_to_singleplayer = false, give_to_admin = true, }) core.register_can_bypass_userlimit(function(name, ip) local privs = core.get_player_privs(name) return privs["server"] or privs["ban"] or privs["privs"] or privs["password"] end)
pgimeno/minetest
builtin/game/privileges.lua
Lua
mit
2,855
-- Minetest: builtin/misc_register.lua -- -- Make raw registration functions inaccessible to anyone except this file -- local register_item_raw = core.register_item_raw core.register_item_raw = nil local unregister_item_raw = core.unregister_item_raw core.unregister_item_raw = nil local register_alias_raw = core.register_alias_raw core.register_alias_raw = nil -- -- Item / entity / ABM / LBM registration functions -- core.registered_abms = {} core.registered_lbms = {} core.registered_entities = {} core.registered_items = {} core.registered_nodes = {} core.registered_craftitems = {} core.registered_tools = {} core.registered_aliases = {} -- For tables that are indexed by item name: -- If table[X] does not exist, default to table[core.registered_aliases[X]] local alias_metatable = { __index = function(t, name) return rawget(t, core.registered_aliases[name]) end } setmetatable(core.registered_items, alias_metatable) setmetatable(core.registered_nodes, alias_metatable) setmetatable(core.registered_craftitems, alias_metatable) setmetatable(core.registered_tools, alias_metatable) -- These item names may not be used because they would interfere -- with legacy itemstrings local forbidden_item_names = { MaterialItem = true, MaterialItem2 = true, MaterialItem3 = true, NodeItem = true, node = true, CraftItem = true, craft = true, MBOItem = true, ToolItem = true, tool = true, } local function check_modname_prefix(name) if name:sub(1,1) == ":" then -- If the name starts with a colon, we can skip the modname prefix -- mechanism. return name:sub(2) else -- Enforce that the name starts with the correct mod name. local expected_prefix = core.get_current_modname() .. ":" if name:sub(1, #expected_prefix) ~= expected_prefix then error("Name " .. name .. " does not follow naming conventions: " .. "\"" .. expected_prefix .. "\" or \":\" prefix required") end -- Enforce that the name only contains letters, numbers and underscores. local subname = name:sub(#expected_prefix+1) if subname:find("[^%w_]") then error("Name " .. name .. " does not follow naming conventions: " .. "contains unallowed characters") end return name end end function core.register_abm(spec) -- Add to core.registered_abms core.registered_abms[#core.registered_abms + 1] = spec spec.mod_origin = core.get_current_modname() or "??" end function core.register_lbm(spec) -- Add to core.registered_lbms check_modname_prefix(spec.name) core.registered_lbms[#core.registered_lbms + 1] = spec spec.mod_origin = core.get_current_modname() or "??" end function core.register_entity(name, prototype) -- Check name if name == nil then error("Unable to register entity: Name is nil") end name = check_modname_prefix(tostring(name)) prototype.name = name prototype.__index = prototype -- so that it can be used as a metatable -- Add to core.registered_entities core.registered_entities[name] = prototype prototype.mod_origin = core.get_current_modname() or "??" end function core.register_item(name, itemdef) -- Check name if name == nil then error("Unable to register item: Name is nil") end name = check_modname_prefix(tostring(name)) if forbidden_item_names[name] then error("Unable to register item: Name is forbidden: " .. name) end itemdef.name = name -- Apply defaults and add to registered_* table if itemdef.type == "node" then -- Use the nodebox as selection box if it's not set manually if itemdef.drawtype == "nodebox" and not itemdef.selection_box then itemdef.selection_box = itemdef.node_box elseif itemdef.drawtype == "fencelike" and not itemdef.selection_box then itemdef.selection_box = { type = "fixed", fixed = {-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}, } end if itemdef.light_source and itemdef.light_source > core.LIGHT_MAX then itemdef.light_source = core.LIGHT_MAX core.log("warning", "Node 'light_source' value exceeds maximum," .. " limiting to maximum: " ..name) end setmetatable(itemdef, {__index = core.nodedef_default}) core.registered_nodes[itemdef.name] = itemdef elseif itemdef.type == "craft" then setmetatable(itemdef, {__index = core.craftitemdef_default}) core.registered_craftitems[itemdef.name] = itemdef elseif itemdef.type == "tool" then setmetatable(itemdef, {__index = core.tooldef_default}) core.registered_tools[itemdef.name] = itemdef elseif itemdef.type == "none" then setmetatable(itemdef, {__index = core.noneitemdef_default}) else error("Unable to register item: Type is invalid: " .. dump(itemdef)) end -- Flowing liquid uses param2 if itemdef.type == "node" and itemdef.liquidtype == "flowing" then itemdef.paramtype2 = "flowingliquid" end -- BEGIN Legacy stuff if itemdef.cookresult_itemstring ~= nil and itemdef.cookresult_itemstring ~= "" then core.register_craft({ type="cooking", output=itemdef.cookresult_itemstring, recipe=itemdef.name, cooktime=itemdef.furnace_cooktime }) end if itemdef.furnace_burntime ~= nil and itemdef.furnace_burntime >= 0 then core.register_craft({ type="fuel", recipe=itemdef.name, burntime=itemdef.furnace_burntime }) end -- END Legacy stuff itemdef.mod_origin = core.get_current_modname() or "??" -- Disable all further modifications getmetatable(itemdef).__newindex = {} --core.log("Registering item: " .. itemdef.name) core.registered_items[itemdef.name] = itemdef core.registered_aliases[itemdef.name] = nil register_item_raw(itemdef) end function core.unregister_item(name) if not core.registered_items[name] then core.log("warning", "Not unregistering item " ..name.. " because it doesn't exist.") return end -- Erase from registered_* table local type = core.registered_items[name].type if type == "node" then core.registered_nodes[name] = nil elseif type == "craft" then core.registered_craftitems[name] = nil elseif type == "tool" then core.registered_tools[name] = nil end core.registered_items[name] = nil unregister_item_raw(name) end function core.register_node(name, nodedef) nodedef.type = "node" core.register_item(name, nodedef) end function core.register_craftitem(name, craftitemdef) craftitemdef.type = "craft" -- BEGIN Legacy stuff if craftitemdef.inventory_image == nil and craftitemdef.image ~= nil then craftitemdef.inventory_image = craftitemdef.image end -- END Legacy stuff core.register_item(name, craftitemdef) end function core.register_tool(name, tooldef) tooldef.type = "tool" tooldef.stack_max = 1 -- BEGIN Legacy stuff if tooldef.inventory_image == nil and tooldef.image ~= nil then tooldef.inventory_image = tooldef.image end if tooldef.tool_capabilities == nil and (tooldef.full_punch_interval ~= nil or tooldef.basetime ~= nil or tooldef.dt_weight ~= nil or tooldef.dt_crackiness ~= nil or tooldef.dt_crumbliness ~= nil or tooldef.dt_cuttability ~= nil or tooldef.basedurability ~= nil or tooldef.dd_weight ~= nil or tooldef.dd_crackiness ~= nil or tooldef.dd_crumbliness ~= nil or tooldef.dd_cuttability ~= nil) then tooldef.tool_capabilities = { full_punch_interval = tooldef.full_punch_interval, basetime = tooldef.basetime, dt_weight = tooldef.dt_weight, dt_crackiness = tooldef.dt_crackiness, dt_crumbliness = tooldef.dt_crumbliness, dt_cuttability = tooldef.dt_cuttability, basedurability = tooldef.basedurability, dd_weight = tooldef.dd_weight, dd_crackiness = tooldef.dd_crackiness, dd_crumbliness = tooldef.dd_crumbliness, dd_cuttability = tooldef.dd_cuttability, } end -- END Legacy stuff core.register_item(name, tooldef) end function core.register_alias(name, convert_to) if forbidden_item_names[name] then error("Unable to register alias: Name is forbidden: " .. name) end if core.registered_items[name] ~= nil then core.log("warning", "Not registering alias, item with same name" .. " is already defined: " .. name .. " -> " .. convert_to) else --core.log("Registering alias: " .. name .. " -> " .. convert_to) core.registered_aliases[name] = convert_to register_alias_raw(name, convert_to) end end function core.register_alias_force(name, convert_to) if forbidden_item_names[name] then error("Unable to register alias: Name is forbidden: " .. name) end if core.registered_items[name] ~= nil then core.unregister_item(name) core.log("info", "Removed item " ..name.. " while attempting to force add an alias") end --core.log("Registering alias: " .. name .. " -> " .. convert_to) core.registered_aliases[name] = convert_to register_alias_raw(name, convert_to) end function core.on_craft(itemstack, player, old_craft_list, craft_inv) for _, func in ipairs(core.registered_on_crafts) do itemstack = func(itemstack, player, old_craft_list, craft_inv) or itemstack end return itemstack end function core.craft_predict(itemstack, player, old_craft_list, craft_inv) for _, func in ipairs(core.registered_craft_predicts) do itemstack = func(itemstack, player, old_craft_list, craft_inv) or itemstack end return itemstack end -- Alias the forbidden item names to "" so they can't be -- created via itemstrings (e.g. /give) local name for name in pairs(forbidden_item_names) do core.registered_aliases[name] = "" register_alias_raw(name, "") end -- Deprecated: -- Aliases for core.register_alias (how ironic...) --core.alias_node = core.register_alias --core.alias_tool = core.register_alias --core.alias_craftitem = core.register_alias -- -- Built-in node definitions. Also defined in C. -- core.register_item(":unknown", { type = "none", description = "Unknown Item", inventory_image = "unknown_item.png", on_place = core.item_place, on_secondary_use = core.item_secondary_use, on_drop = core.item_drop, groups = {not_in_creative_inventory=1}, diggable = true, }) core.register_node(":air", { description = "Air", inventory_image = "air.png", wield_image = "air.png", drawtype = "airlike", paramtype = "light", sunlight_propagates = true, walkable = false, pointable = false, diggable = false, buildable_to = true, floodable = true, air_equivalent = true, drop = "", groups = {not_in_creative_inventory=1}, }) core.register_node(":ignore", { description = "Ignore", inventory_image = "ignore.png", wield_image = "ignore.png", drawtype = "airlike", paramtype = "none", sunlight_propagates = false, walkable = false, pointable = false, diggable = false, buildable_to = true, -- A way to remove accidentally placed ignores air_equivalent = true, drop = "", groups = {not_in_creative_inventory=1}, on_place = function(itemstack, placer, pointed_thing) minetest.chat_send_player( placer:get_player_name(), minetest.colorize("#FF0000", "You can't place 'ignore' nodes!")) return "" end, }) -- The hand (bare definition) core.register_item(":", { type = "none", groups = {not_in_creative_inventory=1}, }) function core.override_item(name, redefinition) if redefinition.name ~= nil then error("Attempt to redefine name of "..name.." to "..dump(redefinition.name), 2) end if redefinition.type ~= nil then error("Attempt to redefine type of "..name.." to "..dump(redefinition.type), 2) end local item = core.registered_items[name] if not item then error("Attempt to override non-existent item "..name, 2) end for k, v in pairs(redefinition) do rawset(item, k, v) end register_item_raw(item) end core.callback_origins = {} function core.run_callbacks(callbacks, mode, ...) assert(type(callbacks) == "table") local cb_len = #callbacks if cb_len == 0 then if mode == 2 or mode == 3 then return true elseif mode == 4 or mode == 5 then return false end end local ret = nil for i = 1, cb_len do local origin = core.callback_origins[callbacks[i]] if origin then core.set_last_run_mod(origin.mod) --print("Running " .. tostring(callbacks[i]) .. -- " (a " .. origin.name .. " callback in " .. origin.mod .. ")") else --print("No data associated with callback") end local cb_ret = callbacks[i](...) if mode == 0 and i == 1 then ret = cb_ret elseif mode == 1 and i == cb_len then ret = cb_ret elseif mode == 2 then if not cb_ret or i == 1 then ret = cb_ret end elseif mode == 3 then if cb_ret then return cb_ret end ret = cb_ret elseif mode == 4 then if (cb_ret and not ret) or i == 1 then ret = cb_ret end elseif mode == 5 and cb_ret then return cb_ret end end return ret end function core.run_priv_callbacks(name, priv, caller, method) local def = core.registered_privileges[priv] if not def or not def["on_" .. method] or not def["on_" .. method](name, caller) then for _, func in ipairs(core["registered_on_priv_" .. method]) do if not func(name, caller, priv) then break end end end end -- -- Callback registration -- local function make_registration() local t = {} local registerfunc = function(func) t[#t + 1] = func core.callback_origins[func] = { mod = core.get_current_modname() or "??", name = debug.getinfo(1, "n").name or "??" } --local origin = core.callback_origins[func] --print(origin.name .. ": " .. origin.mod .. " registering cbk " .. tostring(func)) end return t, registerfunc end local function make_registration_reverse() local t = {} local registerfunc = function(func) table.insert(t, 1, func) core.callback_origins[func] = { mod = core.get_current_modname() or "??", name = debug.getinfo(1, "n").name or "??" } --local origin = core.callback_origins[func] --print(origin.name .. ": " .. origin.mod .. " registering cbk " .. tostring(func)) end return t, registerfunc end local function make_registration_wrap(reg_fn_name, clear_fn_name) local list = {} local orig_reg_fn = core[reg_fn_name] core[reg_fn_name] = function(def) local retval = orig_reg_fn(def) if retval ~= nil then if def.name ~= nil then list[def.name] = def else list[retval] = def end end return retval end local orig_clear_fn = core[clear_fn_name] core[clear_fn_name] = function() for k in pairs(list) do list[k] = nil end return orig_clear_fn() end return list end local function make_wrap_deregistration(reg_fn, clear_fn, list) local unregister = function (unregistered_key) local temporary_list = table.copy(list) clear_fn() for k,v in pairs(temporary_list) do if unregistered_key ~= k then reg_fn(v) end end end return unregister end core.registered_on_player_hpchanges = { modifiers = { }, loggers = { } } function core.registered_on_player_hpchange(player, hp_change, reason) local last = false for i = #core.registered_on_player_hpchanges.modifiers, 1, -1 do local func = core.registered_on_player_hpchanges.modifiers[i] hp_change, last = func(player, hp_change, reason) if type(hp_change) ~= "number" then local debuginfo = debug.getinfo(func) error("The register_on_hp_changes function has to return a number at " .. debuginfo.short_src .. " line " .. debuginfo.linedefined) end if last then break end end for i, func in ipairs(core.registered_on_player_hpchanges.loggers) do func(player, hp_change, reason) end return hp_change end function core.register_on_player_hpchange(func, modifier) if modifier then core.registered_on_player_hpchanges.modifiers[#core.registered_on_player_hpchanges.modifiers + 1] = func else core.registered_on_player_hpchanges.loggers[#core.registered_on_player_hpchanges.loggers + 1] = func end core.callback_origins[func] = { mod = core.get_current_modname() or "??", name = debug.getinfo(1, "n").name or "??" } end core.registered_biomes = make_registration_wrap("register_biome", "clear_registered_biomes") core.registered_ores = make_registration_wrap("register_ore", "clear_registered_ores") core.registered_decorations = make_registration_wrap("register_decoration", "clear_registered_decorations") core.unregister_biome = make_wrap_deregistration(core.register_biome, core.clear_registered_biomes, core.registered_biomes) core.registered_on_chat_messages, core.register_on_chat_message = make_registration() core.registered_globalsteps, core.register_globalstep = make_registration() core.registered_playerevents, core.register_playerevent = make_registration() core.registered_on_mods_loaded, core.register_on_mods_loaded = make_registration() core.registered_on_shutdown, core.register_on_shutdown = make_registration() core.registered_on_punchnodes, core.register_on_punchnode = make_registration() core.registered_on_placenodes, core.register_on_placenode = make_registration() core.registered_on_dignodes, core.register_on_dignode = make_registration() core.registered_on_generateds, core.register_on_generated = make_registration() core.registered_on_newplayers, core.register_on_newplayer = make_registration() core.registered_on_dieplayers, core.register_on_dieplayer = make_registration() core.registered_on_respawnplayers, core.register_on_respawnplayer = make_registration() core.registered_on_prejoinplayers, core.register_on_prejoinplayer = make_registration() core.registered_on_joinplayers, core.register_on_joinplayer = make_registration() core.registered_on_leaveplayers, core.register_on_leaveplayer = make_registration() core.registered_on_player_receive_fields, core.register_on_player_receive_fields = make_registration_reverse() core.registered_on_cheats, core.register_on_cheat = make_registration() core.registered_on_crafts, core.register_on_craft = make_registration() core.registered_craft_predicts, core.register_craft_predict = make_registration() core.registered_on_protection_violation, core.register_on_protection_violation = make_registration() core.registered_on_item_eats, core.register_on_item_eat = make_registration() core.registered_on_punchplayers, core.register_on_punchplayer = make_registration() core.registered_on_priv_grant, core.register_on_priv_grant = make_registration() core.registered_on_priv_revoke, core.register_on_priv_revoke = make_registration() core.registered_can_bypass_userlimit, core.register_can_bypass_userlimit = make_registration() core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration() core.registered_on_auth_fail, core.register_on_auth_fail = make_registration() core.registered_on_player_inventory_actions, core.register_on_player_inventory_action = make_registration() core.registered_allow_player_inventory_actions, core.register_allow_player_inventory_action = make_registration() -- -- Compatibility for on_mapgen_init() -- core.register_on_mapgen_init = function(func) func(core.get_mapgen_params()) end
pgimeno/minetest
builtin/game/register.lua
Lua
mit
18,738
-- cache setting local enable_damage = core.settings:get_bool("enable_damage") local health_bar_definition = { hud_elem_type = "statbar", position = { x=0.5, y=1 }, text = "heart.png", number = core.PLAYER_MAX_HP_DEFAULT, direction = 0, size = { x=24, y=24 }, offset = { x=(-10*24)-25, y=-(48+24+16)}, } local breath_bar_definition = { hud_elem_type = "statbar", position = { x=0.5, y=1 }, text = "bubble.png", number = core.PLAYER_MAX_BREATH_DEFAULT, direction = 0, size = { x=24, y=24 }, offset = {x=25,y=-(48+24+16)}, } local hud_ids = {} local function scaleToDefault(player, field) -- Scale "hp" or "breath" to the default dimensions local current = player["get_" .. field](player) local nominal = core["PLAYER_MAX_".. field:upper() .. "_DEFAULT"] local max_display = math.max(nominal, math.max(player:get_properties()[field .. "_max"], current)) return current / max_display * nominal end local function update_builtin_statbars(player) local name = player:get_player_name() if name == "" then return end local flags = player:hud_get_flags() if not hud_ids[name] then hud_ids[name] = {} -- flags are not transmitted to client on connect, we need to make sure -- our current flags are transmitted by sending them actively player:hud_set_flags(flags) end local hud = hud_ids[name] if flags.healthbar and enable_damage then local number = scaleToDefault(player, "hp") if hud.id_healthbar == nil then local hud_def = table.copy(health_bar_definition) hud_def.number = number hud.id_healthbar = player:hud_add(hud_def) else player:hud_change(hud.id_healthbar, "number", number) end elseif hud.id_healthbar then player:hud_remove(hud.id_healthbar) hud.id_healthbar = nil end local breath_max = player:get_properties().breath_max if flags.breathbar and enable_damage and player:get_breath() < breath_max then local number = 2 * scaleToDefault(player, "breath") if hud.id_breathbar == nil then local hud_def = table.copy(breath_bar_definition) hud_def.number = number hud.id_breathbar = player:hud_add(hud_def) else player:hud_change(hud.id_breathbar, "number", number) end elseif hud.id_breathbar then player:hud_remove(hud.id_breathbar) hud.id_breathbar = nil end end local function cleanup_builtin_statbars(player) local name = player:get_player_name() if name == "" then return end hud_ids[name] = nil end local function player_event_handler(player,eventname) assert(player:is_player()) local name = player:get_player_name() if name == "" or not hud_ids[name] then return end if eventname == "health_changed" then update_builtin_statbars(player) if hud_ids[name].id_healthbar then return true end end if eventname == "breath_changed" then update_builtin_statbars(player) if hud_ids[name].id_breathbar then return true end end if eventname == "hud_changed" then update_builtin_statbars(player) return true end return false end function core.hud_replace_builtin(name, definition) if type(definition) ~= "table" or definition.hud_elem_type ~= "statbar" then return false end if name == "health" then health_bar_definition = definition for name, ids in pairs(hud_ids) do local player = core.get_player_by_name(name) if player and ids.id_healthbar then player:hud_remove(ids.id_healthbar) ids.id_healthbar = nil update_builtin_statbars(player) end end return true end if name == "breath" then breath_bar_definition = definition for name, ids in pairs(hud_ids) do local player = core.get_player_by_name(name) if player and ids.id_breathbar then player:hud_remove(ids.id_breathbar) ids.id_breathbar = nil update_builtin_statbars(player) end end return true end return false end -- Append "update_builtin_statbars" as late as possible -- This ensures that the HUD is hidden when the flags are updated in this callback core.register_on_mods_loaded(function() core.register_on_joinplayer(update_builtin_statbars) end) core.register_on_leaveplayer(cleanup_builtin_statbars) core.register_playerevent(player_event_handler)
pgimeno/minetest
builtin/game/statbars.lua
Lua
mit
4,155
-- Minetest: builtin/static_spawn.lua local static_spawnpoint_string = core.settings:get("static_spawnpoint") if static_spawnpoint_string and static_spawnpoint_string ~= "" and not core.setting_get_pos("static_spawnpoint") then error('The static_spawnpoint setting is invalid: "' .. static_spawnpoint_string .. '"') end local function put_player_in_spawn(player_obj) local static_spawnpoint = core.setting_get_pos("static_spawnpoint") if not static_spawnpoint then return false end core.log("action", "Moving " .. player_obj:get_player_name() .. " to static spawnpoint at " .. core.pos_to_string(static_spawnpoint)) player_obj:set_pos(static_spawnpoint) return true end core.register_on_newplayer(put_player_in_spawn) core.register_on_respawnplayer(put_player_in_spawn)
pgimeno/minetest
builtin/game/static_spawn.lua
Lua
mit
791
VoxelArea = { MinEdge = {x=1, y=1, z=1}, MaxEdge = {x=0, y=0, z=0}, ystride = 0, zstride = 0, } function VoxelArea:new(o) o = o or {} setmetatable(o, self) self.__index = self local e = o:getExtent() o.ystride = e.x o.zstride = e.x * e.y return o end function VoxelArea:getExtent() local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge return { x = MaxEdge.x - MinEdge.x + 1, y = MaxEdge.y - MinEdge.y + 1, z = MaxEdge.z - MinEdge.z + 1, } end function VoxelArea:getVolume() local e = self:getExtent() return e.x * e.y * e.z end function VoxelArea:index(x, y, z) local MinEdge = self.MinEdge local i = (z - MinEdge.z) * self.zstride + (y - MinEdge.y) * self.ystride + (x - MinEdge.x) + 1 return math.floor(i) end function VoxelArea:indexp(p) local MinEdge = self.MinEdge local i = (p.z - MinEdge.z) * self.zstride + (p.y - MinEdge.y) * self.ystride + (p.x - MinEdge.x) + 1 return math.floor(i) end function VoxelArea:position(i) local p = {} local MinEdge = self.MinEdge i = i - 1 p.z = math.floor(i / self.zstride) + MinEdge.z i = i % self.zstride p.y = math.floor(i / self.ystride) + MinEdge.y i = i % self.ystride p.x = math.floor(i) + MinEdge.x return p end function VoxelArea:contains(x, y, z) local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge return (x >= MinEdge.x) and (x <= MaxEdge.x) and (y >= MinEdge.y) and (y <= MaxEdge.y) and (z >= MinEdge.z) and (z <= MaxEdge.z) end function VoxelArea:containsp(p) local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge return (p.x >= MinEdge.x) and (p.x <= MaxEdge.x) and (p.y >= MinEdge.y) and (p.y <= MaxEdge.y) and (p.z >= MinEdge.z) and (p.z <= MaxEdge.z) end function VoxelArea:containsi(i) return (i >= 1) and (i <= self:getVolume()) end function VoxelArea:iter(minx, miny, minz, maxx, maxy, maxz) local i = self:index(minx, miny, minz) - 1 local xrange = maxx - minx + 1 local nextaction = i + 1 + xrange local y = 0 local yrange = maxy - miny + 1 local yreqstride = self.ystride - xrange local z = 0 local zrange = maxz - minz + 1 local multistride = self.zstride - ((yrange - 1) * self.ystride + xrange) return function() -- continue i until it needs to jump i = i + 1 if i ~= nextaction then return i end -- continue y until maxy is exceeded y = y + 1 if y ~= yrange then -- set i to index(minx, miny + y, minz + z) - 1 i = i + yreqstride nextaction = i + xrange return i end -- continue z until maxz is exceeded z = z + 1 if z == zrange then -- cuboid finished, return nil return end -- set i to index(minx, miny, minz + z) - 1 i = i + multistride y = 0 nextaction = i + xrange return i end end function VoxelArea:iterp(minp, maxp) return self:iter(minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z) end
pgimeno/minetest
builtin/game/voxelarea.lua
Lua
mit
2,833
-- -- This file contains built-in stuff in Minetest implemented in Lua. -- -- It is always loaded and executed after registration of the C API, -- before loading and running any mods. -- -- Initialize some very basic things function core.debug(...) core.log(table.concat({...}, "\t")) end if core.print then local core_print = core.print -- Override native print and use -- terminal if that's turned on function print(...) local n, t = select("#", ...), {...} for i = 1, n do t[i] = tostring(t[i]) end core_print(table.concat(t, "\t")) end core.print = nil -- don't pollute our namespace end math.randomseed(os.time()) minetest = core -- Load other files local scriptdir = core.get_builtin_path() local gamepath = scriptdir .. "game" .. DIR_DELIM local clientpath = scriptdir .. "client" .. DIR_DELIM local commonpath = scriptdir .. "common" .. DIR_DELIM local asyncpath = scriptdir .. "async" .. DIR_DELIM dofile(commonpath .. "strict.lua") dofile(commonpath .. "serialize.lua") dofile(commonpath .. "misc_helpers.lua") if INIT == "game" then dofile(gamepath .. "init.lua") elseif INIT == "mainmenu" then local mm_script = core.settings:get("main_menu_script") if mm_script and mm_script ~= "" then dofile(mm_script) else dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua") end elseif INIT == "async" then dofile(asyncpath .. "init.lua") elseif INIT == "client" then dofile(clientpath .. "init.lua") else error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT))) end
pgimeno/minetest
builtin/init.lua
Lua
mit
1,530
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- -- Global menu data -------------------------------------------------------------------------------- menudata = {} -------------------------------------------------------------------------------- -- Local cached values -------------------------------------------------------------------------------- local min_supp_proto, max_supp_proto function common_update_cached_supp_proto() min_supp_proto = core.get_min_supp_proto() max_supp_proto = core.get_max_supp_proto() end common_update_cached_supp_proto() -------------------------------------------------------------------------------- -- Menu helper functions -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function render_client_count(n) if n > 99 then return '99+' elseif n >= 0 then return tostring(n) else return '?' end end local function configure_selected_world_params(idx) local worldconfig = pkgmgr.get_worldconfig(menudata.worldlist:get_list()[idx].path) if worldconfig.creative_mode then core.settings:set("creative_mode", worldconfig.creative_mode) end if worldconfig.enable_damage then core.settings:set("enable_damage", worldconfig.enable_damage) end end -------------------------------------------------------------------------------- function image_column(tooltip, flagname) return "image,tooltip=" .. core.formspec_escape(tooltip) .. "," .. "0=" .. core.formspec_escape(defaulttexturedir .. "blank.png") .. "," .. "1=" .. core.formspec_escape(defaulttexturedir .. (flagname and "server_flags_" .. flagname .. ".png" or "blank.png")) .. "," .. "2=" .. core.formspec_escape(defaulttexturedir .. "server_ping_4.png") .. "," .. "3=" .. core.formspec_escape(defaulttexturedir .. "server_ping_3.png") .. "," .. "4=" .. core.formspec_escape(defaulttexturedir .. "server_ping_2.png") .. "," .. "5=" .. core.formspec_escape(defaulttexturedir .. "server_ping_1.png") end -------------------------------------------------------------------------------- function order_favorite_list(list) local res = {} --orders the favorite list after support for i = 1, #list do local fav = list[i] if is_server_protocol_compat(fav.proto_min, fav.proto_max) then res[#res + 1] = fav end end for i = 1, #list do local fav = list[i] if not is_server_protocol_compat(fav.proto_min, fav.proto_max) then res[#res + 1] = fav end end return res end -------------------------------------------------------------------------------- function render_serverlist_row(spec, is_favorite) local text = "" if spec.name then text = text .. core.formspec_escape(spec.name:trim()) elseif spec.address then text = text .. spec.address:trim() if spec.port then text = text .. ":" .. spec.port end end local details = "" local grey_out = not is_server_protocol_compat(spec.proto_min, spec.proto_max) if is_favorite then details = "1," else details = "0," end if spec.ping then local ping = spec.ping * 1000 if ping <= 50 then details = details .. "2," elseif ping <= 100 then details = details .. "3," elseif ping <= 250 then details = details .. "4," else details = details .. "5," end else details = details .. "0," end if spec.clients and spec.clients_max then local clients_color = '' local clients_percent = 100 * spec.clients / spec.clients_max -- Choose a color depending on how many clients are connected -- (relatively to clients_max) if grey_out then clients_color = '#aaaaaa' elseif spec.clients == 0 then clients_color = '' -- 0 players: default/white elseif clients_percent <= 60 then clients_color = '#a1e587' -- 0-60%: green elseif clients_percent <= 90 then clients_color = '#ffdc97' -- 60-90%: yellow elseif clients_percent == 100 then clients_color = '#dd5b5b' -- full server: red (darker) else clients_color = '#ffba97' -- 90-100%: orange end details = details .. clients_color .. ',' .. render_client_count(spec.clients) .. ',/,' .. render_client_count(spec.clients_max) .. ',' elseif grey_out then details = details .. '#aaaaaa,?,/,?,' else details = details .. ',?,/,?,' end if spec.creative then details = details .. "1," else details = details .. "0," end if spec.damage then details = details .. "1," else details = details .. "0," end if spec.pvp then details = details .. "1," else details = details .. "0," end return details .. (grey_out and '#aaaaaa,' or ',') .. text end -------------------------------------------------------------------------------- os.tempfolder = function() if core.settings:get("TMPFolder") then return core.settings:get("TMPFolder") .. DIR_DELIM .. "MT_" .. math.random(0,10000) end local filetocheck = os.tmpname() os.remove(filetocheck) -- https://blogs.msdn.microsoft.com/vcblog/2014/06/18/c-runtime-crt-features-fixes-and-breaking-changes-in-visual-studio-14-ctp1/ -- The C runtime (CRT) function called by os.tmpname is tmpnam. -- Microsofts tmpnam implementation in older CRT / MSVC releases is defective. -- tmpnam return values starting with a backslash characterize this behavior. -- https://sourceforge.net/p/mingw-w64/bugs/555/ -- MinGW tmpnam implementation is forwarded to the CRT directly. -- https://sourceforge.net/p/mingw-w64/discussion/723797/thread/55520785/ -- MinGW links to an older CRT release (msvcrt.dll). -- Due to legal concerns MinGW will never use a newer CRT. -- -- Make use of TEMP to compose the temporary filename if an old -- style tmpnam return value is detected. if filetocheck:sub(1, 1) == "\\" then local tempfolder = os.getenv("TEMP") return tempfolder .. filetocheck end local randname = "MTTempModFolder_" .. math.random(0,10000) local backstring = filetocheck:reverse() return filetocheck:sub(0, filetocheck:len() - backstring:find(DIR_DELIM) + 1) .. randname end -------------------------------------------------------------------------------- function menu_render_worldlist() local retval = "" local current_worldlist = menudata.worldlist:get_list() for i, v in ipairs(current_worldlist) do if retval ~= "" then retval = retval .. "," end retval = retval .. core.formspec_escape(v.name) .. " \\[" .. core.formspec_escape(v.gameid) .. "\\]" end return retval end -------------------------------------------------------------------------------- function menu_handle_key_up_down(fields, textlist, settingname) local oldidx, newidx = core.get_textlist_index(textlist), 1 if fields.key_up or fields.key_down then if fields.key_up and oldidx and oldidx > 1 then newidx = oldidx - 1 elseif fields.key_down and oldidx and oldidx < menudata.worldlist:size() then newidx = oldidx + 1 end core.settings:set(settingname, menudata.worldlist:get_raw_index(newidx)) configure_selected_world_params(newidx) return true end return false end -------------------------------------------------------------------------------- function asyncOnlineFavourites() if not menudata.public_known then menudata.public_known = {{ name = fgettext("Loading..."), description = fgettext_ne("Try reenabling public serverlist and check your internet connection.") }} end menudata.favorites = menudata.public_known menudata.favorites_is_public = true if not menudata.public_downloading then menudata.public_downloading = true else return end core.handle_async( function(param) return core.get_favorites("online") end, nil, function(result) menudata.public_downloading = nil local favs = order_favorite_list(result) if favs[1] then menudata.public_known = favs menudata.favorites = menudata.public_known menudata.favorites_is_public = true end core.event_handler("Refresh") end ) end -------------------------------------------------------------------------------- function text2textlist(xpos, ypos, width, height, tl_name, textlen, text, transparency) local textlines = core.wrap_text(text, textlen, true) local retval = "textlist[" .. xpos .. "," .. ypos .. ";" .. width .. "," .. height .. ";" .. tl_name .. ";" for i = 1, #textlines do textlines[i] = textlines[i]:gsub("\r", "") retval = retval .. core.formspec_escape(textlines[i]) .. "," end retval = retval .. ";0;" if transparency then retval = retval .. "true" end retval = retval .. "]" return retval end -------------------------------------------------------------------------------- function is_server_protocol_compat(server_proto_min, server_proto_max) if (not server_proto_min) or (not server_proto_max) then -- There is no info. Assume the best and act as if we would be compatible. return true end return min_supp_proto <= server_proto_max and max_supp_proto >= server_proto_min end -------------------------------------------------------------------------------- function is_server_protocol_compat_or_error(server_proto_min, server_proto_max) if not is_server_protocol_compat(server_proto_min, server_proto_max) then local server_prot_ver_info, client_prot_ver_info local s_p_min = server_proto_min local s_p_max = server_proto_max if s_p_min ~= s_p_max then server_prot_ver_info = fgettext_ne("Server supports protocol versions between $1 and $2. ", s_p_min, s_p_max) else server_prot_ver_info = fgettext_ne("Server enforces protocol version $1. ", s_p_min) end if min_supp_proto ~= max_supp_proto then client_prot_ver_info= fgettext_ne("We support protocol versions between version $1 and $2.", min_supp_proto, max_supp_proto) else client_prot_ver_info = fgettext_ne("We only support protocol version $1.", min_supp_proto) end gamedata.errormessage = fgettext_ne("Protocol version mismatch. ") .. server_prot_ver_info .. client_prot_ver_info return false end return true end -------------------------------------------------------------------------------- function menu_worldmt(selected, setting, value) local world = menudata.worldlist:get_list()[selected] if world then local filename = world.path .. DIR_DELIM .. "world.mt" local world_conf = Settings(filename) if value then if not world_conf:write() then core.log("error", "Failed to write world config file") end world_conf:set(setting, value) world_conf:write() else return world_conf:get(setting) end else return nil end end function menu_worldmt_legacy(selected) local modes_names = {"creative_mode", "enable_damage", "server_announce"} for _, mode_name in pairs(modes_names) do local mode_val = menu_worldmt(selected, mode_name) if mode_val then core.settings:set(mode_name, mode_val) else menu_worldmt(selected, mode_name, core.settings:get(mode_name)) end end end
pgimeno/minetest
builtin/mainmenu/common.lua
Lua
mit
11,664
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local enabled_all = false local function modname_valid(name) return not name:find("[^a-z0-9_]") end local function get_formspec(data) local mod = data.list:get_list()[data.selected_mod] or {name = ""} local retval = "size[11.5,7.5,true]" .. "label[0.5,0;" .. fgettext("World:") .. "]" .. "label[1.75,0;" .. data.worldspec.name .. "]" if mod.is_modpack or mod.type == "game" then local info = minetest.formspec_escape( core.get_content_info(mod.path).description) if info == "" then if mod.is_modpack then info = fgettext("No modpack description provided.") else info = fgettext("No game description provided.") end end retval = retval .. "textarea[0.25,0.7;5.75,7.2;;" .. info .. ";]" else local hard_deps, soft_deps = pkgmgr.get_dependencies(mod.path) local hard_deps_str = table.concat(hard_deps, ",") local soft_deps_str = table.concat(soft_deps, ",") retval = retval .. "label[0,0.7;" .. fgettext("Mod:") .. "]" .. "label[0.75,0.7;" .. mod.name .. "]" if hard_deps_str == "" then if soft_deps_str == "" then retval = retval .. "label[0,1.25;" .. fgettext("No (optional) dependencies") .. "]" else retval = retval .. "label[0,1.25;" .. fgettext("No hard dependencies") .. "]" .. "label[0,1.75;" .. fgettext("Optional dependencies:") .. "]" .. "textlist[0,2.25;5,4;world_config_optdepends;" .. soft_deps_str .. ";0]" end else if soft_deps_str == "" then retval = retval .. "label[0,1.25;" .. fgettext("Dependencies:") .. "]" .. "textlist[0,1.75;5,4;world_config_depends;" .. hard_deps_str .. ";0]" .. "label[0,6;" .. fgettext("No optional dependencies") .. "]" else retval = retval .. "label[0,1.25;" .. fgettext("Dependencies:") .. "]" .. "textlist[0,1.75;5,2.125;world_config_depends;" .. hard_deps_str .. ";0]" .. "label[0,3.9;" .. fgettext("Optional dependencies:") .. "]" .. "textlist[0,4.375;5,1.8;world_config_optdepends;" .. soft_deps_str .. ";0]" end end end retval = retval .. "button[3.25,7;2.5,0.5;btn_config_world_save;" .. fgettext("Save") .. "]" .. "button[5.75,7;2.5,0.5;btn_config_world_cancel;" .. fgettext("Cancel") .. "]" if mod.name ~= "" and not mod.is_game_content then if mod.is_modpack then if pkgmgr.is_modpack_entirely_enabled(data, mod.name) then retval = retval .. "button[5.5,0.125;3,0.5;btn_mp_disable;" .. fgettext("Disable modpack") .. "]" else retval = retval .. "button[5.5,0.125;3,0.5;btn_mp_enable;" .. fgettext("Enable modpack") .. "]" end else retval = retval .. "checkbox[5.5,-0.125;cb_mod_enable;" .. fgettext("enabled") .. ";" .. tostring(mod.enabled) .. "]" end end if enabled_all then retval = retval .. "button[8.95,0.125;2.5,0.5;btn_disable_all_mods;" .. fgettext("Disable all") .. "]" else retval = retval .. "button[8.95,0.125;2.5,0.5;btn_enable_all_mods;" .. fgettext("Enable all") .. "]" end return retval .. "tablecolumns[color;tree;text]" .. "table[5.5,0.75;5.75,6;world_config_modlist;" .. pkgmgr.render_packagelist(data.list) .. ";" .. data.selected_mod .."]" end local function handle_buttons(this, fields) if fields.world_config_modlist then local event = core.explode_table_event(fields.world_config_modlist) this.data.selected_mod = event.row core.settings:set("world_config_selected_mod", event.row) if event.type == "DCL" then pkgmgr.enable_mod(this) end return true end if fields.key_enter then pkgmgr.enable_mod(this) return true end if fields.cb_mod_enable ~= nil then pkgmgr.enable_mod(this, core.is_yes(fields.cb_mod_enable)) return true end if fields.btn_mp_enable ~= nil or fields.btn_mp_disable then pkgmgr.enable_mod(this, fields.btn_mp_enable ~= nil) return true end if fields.btn_config_world_save then local filename = this.data.worldspec.path .. DIR_DELIM .. "world.mt" local worldfile = Settings(filename) local mods = worldfile:to_table() local rawlist = this.data.list:get_raw_list() for i = 1, #rawlist do local mod = rawlist[i] if not mod.is_modpack and not mod.is_game_content then if modname_valid(mod.name) then worldfile:set("load_mod_" .. mod.name, mod.enabled and "true" or "false") elseif mod.enabled then gamedata.errormessage = fgettext_ne("Failed to enable mo" .. "d \"$1\" as it contains disallowed characters. " .. "Only characters [a-z0-9_] are allowed.", mod.name) end mods["load_mod_" .. mod.name] = nil end end -- Remove mods that are not present anymore for key in pairs(mods) do if key:sub(1, 9) == "load_mod_" then worldfile:remove(key) end end if not worldfile:write() then core.log("error", "Failed to write world config file") end this:delete() return true end if fields.btn_config_world_cancel then this:delete() return true end if fields.btn_enable_all_mods then local list = this.data.list:get_raw_list() for i = 1, #list do if not list[i].is_game_content and not list[i].is_modpack then list[i].enabled = true end end enabled_all = true return true end if fields.btn_disable_all_mods then local list = this.data.list:get_raw_list() for i = 1, #list do if not list[i].is_game_content and not list[i].is_modpack then list[i].enabled = false end end enabled_all = false return true end return false end function create_configure_world_dlg(worldidx) local dlg = dialog_create("sp_config_world", get_formspec, handle_buttons) dlg.data.selected_mod = tonumber( core.settings:get("world_config_selected_mod")) or 0 dlg.data.worldspec = core.get_worlds()[worldidx] if not dlg.data.worldspec then dlg:delete() return end dlg.data.worldconfig = pkgmgr.get_worldconfig(dlg.data.worldspec.path) if not dlg.data.worldconfig or not dlg.data.worldconfig.id or dlg.data.worldconfig.id == "" then dlg:delete() return end dlg.data.list = filterlist.create( pkgmgr.preparemodlist, pkgmgr.comparemod, function(element, uid) if element.name == uid then return true end end, function(element, criteria) if criteria.hide_game and element.is_game_content then return false end if criteria.hide_modpackcontents and element.modpack ~= nil then return false end return true end, { worldpath = dlg.data.worldspec.path, gameid = dlg.data.worldspec.gameid } ) if dlg.data.selected_mod > dlg.data.list:size() then dlg.data.selected_mod = 0 end dlg.data.list:set_filtercriteria({ hide_game = dlg.data.hide_gamemods, hide_modpackcontents = dlg.data.hide_modpackcontents }) dlg.data.list:add_sort_mechanism("alphabetic", sort_mod_list) dlg.data.list:set_sortmode("alphabetic") return dlg end
pgimeno/minetest
builtin/mainmenu/dlg_config_world.lua
Lua
mit
7,748
--Minetest --Copyright (C) 2018 rubenwardy -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local store = { packages = {}, packages_full = {} } local package_dialog = {} -- Screenshot local screenshot_dir = core.get_cache_path() .. DIR_DELIM .. "cdb" assert(core.create_dir(screenshot_dir)) local screenshot_downloading = {} local screenshot_downloaded = {} -- Filter local search_string = "" local cur_page = 1 local num_per_page = 5 local filter_type = 1 local filter_types_titles = { fgettext("All packages"), fgettext("Games"), fgettext("Mods"), fgettext("Texture packs"), } local filter_types_type = { nil, "game", "mod", "txp", } local function download_package(param) if core.download_file(param.package.url, param.filename) then return { package = param.package, filename = param.filename, successful = true, } else core.log("error", "downloading " .. dump(param.package.url) .. " failed") return { package = param.package, successful = false, } end end local function start_install(calling_dialog, package) local params = { package = package, filename = os.tempfolder() .. "_MODNAME_" .. package.name .. ".zip", } local function callback(result) if result.successful then local path, msg = pkgmgr.install(result.package.type, result.filename, result.package.name, result.package.path) if not path then gamedata.errormessage = msg else core.log("action", "Installed package to " .. path) local conf_path local name_is_title = false if result.package.type == "mod" then local actual_type = pkgmgr.get_folder_type(path) if actual_type.type == "modpack" then conf_path = path .. DIR_DELIM .. "modpack.conf" else conf_path = path .. DIR_DELIM .. "mod.conf" end elseif result.package.type == "game" then conf_path = path .. DIR_DELIM .. "game.conf" name_is_title = true elseif result.package.type == "txp" then conf_path = path .. DIR_DELIM .. "texture_pack.conf" end if conf_path then local conf = Settings(conf_path) local function set_def(key, value) if conf:get(key) == nil then conf:set(key, value) end end if name_is_title then set_def("name", result.package.title) else set_def("title", result.package.title) set_def("name", result.package.name) end set_def("description", result.package.short_description) set_def("author", result.package.author) conf:set("release", result.package.release) conf:write() end end os.remove(result.filename) else gamedata.errormessage = fgettext("Failed to download $1", package.name) end if gamedata.errormessage == nil then core.button_handler({btn_hidden_close_download=result}) else core.button_handler({btn_hidden_close_download={successful=false}}) end end if not core.handle_async(download_package, params, callback) then core.log("error", "ERROR: async event failed") gamedata.errormessage = fgettext("Failed to download $1", package.name) end local new_dlg = dialog_create("store_downloading", function(data) return "size[7,2]label[0.25,0.75;" .. fgettext("Downloading and installing $1, please wait...", data.title) .. "]" end, function(this,fields) if fields["btn_hidden_close_download"] ~= nil then this:delete() return true end return false end, nil) new_dlg:set_parent(calling_dialog) new_dlg.data.title = package.title calling_dialog:hide() new_dlg:show() end local function get_screenshot(package) if not package.thumbnail then return defaulttexturedir .. "no_screenshot.png" elseif screenshot_downloading[package.thumbnail] then return defaulttexturedir .. "loading_screenshot.png" end -- Get tmp screenshot path local filepath = screenshot_dir .. DIR_DELIM .. package.type .. "-" .. package.author .. "-" .. package.name .. ".png" -- Return if already downloaded local file = io.open(filepath, "r") if file then file:close() return filepath end -- Show error if we've failed to download before if screenshot_downloaded[package.thumbnail] then return defaulttexturedir .. "error_screenshot.png" end -- Download local function download_screenshot(params) return core.download_file(params.url, params.dest) end local function callback(success) screenshot_downloading[package.thumbnail] = nil screenshot_downloaded[package.thumbnail] = true if not success then core.log("warning", "Screenshot download failed for some reason") end ui.update() end if core.handle_async(download_screenshot, { dest = filepath, url = package.thumbnail }, callback) then screenshot_downloading[package.thumbnail] = true else core.log("error", "ERROR: async event failed") return defaulttexturedir .. "error_screenshot.png" end return defaulttexturedir .. "loading_screenshot.png" end function package_dialog.get_formspec() local package = package_dialog.package store.update_paths() local formspec = { "size[9,4;true]", "image[0,1;4.5,3;", core.formspec_escape(get_screenshot(package)), ']', "label[3.8,1;", minetest.colorize(mt_color_green, core.formspec_escape(package.title)), "\n", minetest.colorize('#BFBFBF', "by " .. core.formspec_escape(package.author)), "]", "textarea[4,2;5.3,2;;;", core.formspec_escape(package.short_description), "]", "button[0,0;2,1;back;", fgettext("Back"), "]", } if not package.path then formspec[#formspec + 1] = "button[7,0;2,1;install;" formspec[#formspec + 1] = fgettext("Install") formspec[#formspec + 1] = "]" elseif package.installed_release < package.release then -- The install_ action also handles updating formspec[#formspec + 1] = "button[7,0;2,1;install;" formspec[#formspec + 1] = fgettext("Update") formspec[#formspec + 1] = "]" formspec[#formspec + 1] = "button[5,0;2,1;uninstall;" formspec[#formspec + 1] = fgettext("Uninstall") formspec[#formspec + 1] = "]" else formspec[#formspec + 1] = "button[7,0;2,1;uninstall;" formspec[#formspec + 1] = fgettext("Uninstall") formspec[#formspec + 1] = "]" end return table.concat(formspec, "") end function package_dialog.handle_submit(this, fields) if fields.back then this:delete() return true end if fields.install then start_install(this, package_dialog.package) return true end if fields.uninstall then local dlg_delmod = create_delete_content_dlg(package_dialog.package) dlg_delmod:set_parent(this) this:hide() dlg_delmod:show() return true end return false end function package_dialog.create(package) package_dialog.package = package return dialog_create("package_view", package_dialog.get_formspec, package_dialog.handle_submit, nil) end function store.load() local tmpdir = os.tempfolder() local target = tmpdir .. DIR_DELIM .. "packages.json" assert(core.create_dir(tmpdir)) local base_url = core.settings:get("contentdb_url") local show_nonfree = core.settings:get_bool("show_nonfree_packages") local url = base_url .. "/api/packages/?type=mod&type=game&type=txp&protocol_version=" .. core.get_max_supp_proto() for _, item in pairs(core.settings:get("contentdb_flag_blacklist"):split(",")) do item = item:trim() if item ~= "" then url = url .. "&hide=" .. item end end core.download_file(url, target) local file = io.open(target, "r") if file then store.packages_full = core.parse_json(file:read("*all")) or {} file:close() for _, package in pairs(store.packages_full) do package.url = base_url .. "/packages/" .. package.author .. "/" .. package.name .. "/releases/" .. package.release .. "/download/" local name_len = #package.name if package.type == "game" and name_len > 5 and package.name:sub(name_len - 4) == "_game" then package.id = package.author .. "/" .. package.name:sub(1, name_len - 5) else package.id = package.author .. "/" .. package.name end end store.packages = store.packages_full store.loaded = true end core.delete_dir(tmpdir) end function store.update_paths() local mod_hash = {} pkgmgr.refresh_globals() for _, mod in pairs(pkgmgr.global_mods:get_list()) do if mod.author then mod_hash[mod.author .. "/" .. mod.name] = mod end end local game_hash = {} pkgmgr.update_gamelist() for _, game in pairs(pkgmgr.games) do if game.author then game_hash[game.author .. "/" .. game.id] = game end end local txp_hash = {} for _, txp in pairs(pkgmgr.get_texture_packs()) do if txp.author then txp_hash[txp.author .. "/" .. txp.name] = txp end end for _, package in pairs(store.packages_full) do local content if package.type == "mod" then content = mod_hash[package.id] elseif package.type == "game" then content = game_hash[package.id] elseif package.type == "txp" then content = txp_hash[package.id] end if content then package.path = content.path package.installed_release = content.release or 0 else package.path = nil end end end function store.filter_packages(query) if query == "" and filter_type == 1 then store.packages = store.packages_full return end local keywords = {} for word in query:lower():gmatch("%S+") do table.insert(keywords, word) end local function matches_keywords(package, keywords) for k = 1, #keywords do local keyword = keywords[k] if string.find(package.name:lower(), keyword, 1, true) or string.find(package.title:lower(), keyword, 1, true) or string.find(package.author:lower(), keyword, 1, true) or string.find(package.short_description:lower(), keyword, 1, true) then return true end end return false end store.packages = {} for _, package in pairs(store.packages_full) do if (query == "" or matches_keywords(package, keywords)) and (filter_type == 1 or package.type == filter_types_type[filter_type]) then store.packages[#store.packages + 1] = package end end end function store.get_formspec(dlgdata) store.update_paths() dlgdata.pagemax = math.max(math.ceil(#store.packages / num_per_page), 1) if cur_page > dlgdata.pagemax then cur_page = 1 end local formspec if #store.packages_full > 0 then formspec = { "size[12,7;true]", "position[0.5,0.55]", "field[0.2,0.1;7.8,1;search_string;;", core.formspec_escape(search_string), "]", "field_close_on_enter[search_string;false]", "button[7.7,-0.2;2,1;search;", fgettext("Search"), "]", "dropdown[9.7,-0.1;2.4;type;", table.concat(filter_types_titles, ","), ";", filter_type, "]", -- "textlist[0,1;2.4,5.6;a;", -- table.concat(taglist, ","), "]", -- Page nav buttons "container[0,", num_per_page + 1.5, "]", "button[-0.1,0;3,1;back;", fgettext("Back to Main Menu"), "]", "button[7.1,0;1,1;pstart;<<]", "button[8.1,0;1,1;pback;<]", "label[9.2,0.2;", tonumber(cur_page), " / ", tonumber(dlgdata.pagemax), "]", "button[10.1,0;1,1;pnext;>]", "button[11.1,0;1,1;pend;>>]", "container_end[]", } if #store.packages == 0 then formspec[#formspec + 1] = "label[4,3;" formspec[#formspec + 1] = fgettext("No results") formspec[#formspec + 1] = "]" end else formspec = { "size[12,7;true]", "position[0.5,0.55]", "label[4,3;", fgettext("No packages could be retrieved"), "]", "button[-0.1,", num_per_page + 1.5, ";3,1;back;", fgettext("Back to Main Menu"), "]", } end local start_idx = (cur_page - 1) * num_per_page + 1 for i=start_idx, math.min(#store.packages, start_idx+num_per_page-1) do local package = store.packages[i] formspec[#formspec + 1] = "container[0.5," formspec[#formspec + 1] = (i - start_idx) * 1.1 + 1 formspec[#formspec + 1] = "]" -- image formspec[#formspec + 1] = "image[-0.4,0;1.5,1;" formspec[#formspec + 1] = core.formspec_escape(get_screenshot(package)) formspec[#formspec + 1] = "]" -- title formspec[#formspec + 1] = "label[1,-0.1;" formspec[#formspec + 1] = core.formspec_escape( minetest.colorize(mt_color_green, package.title) .. minetest.colorize("#BFBFBF", " by " .. package.author)) formspec[#formspec + 1] = "]" -- description if package.path and package.installed_release < package.release then formspec[#formspec + 1] = "textarea[1.25,0.3;7.5,1;;;" else formspec[#formspec + 1] = "textarea[1.25,0.3;9,1;;;" end formspec[#formspec + 1] = core.formspec_escape(package.short_description) formspec[#formspec + 1] = "]" -- buttons if not package.path then formspec[#formspec + 1] = "button[9.9,0;1.5,1;install_" formspec[#formspec + 1] = tostring(i) formspec[#formspec + 1] = ";" formspec[#formspec + 1] = fgettext("Install") formspec[#formspec + 1] = "]" else if package.installed_release < package.release then -- The install_ action also handles updating formspec[#formspec + 1] = "button[8.4,0;1.5,1;install_" formspec[#formspec + 1] = tostring(i) formspec[#formspec + 1] = ";" formspec[#formspec + 1] = fgettext("Update") formspec[#formspec + 1] = "]" end formspec[#formspec + 1] = "button[9.9,0;1.5,1;uninstall_" formspec[#formspec + 1] = tostring(i) formspec[#formspec + 1] = ";" formspec[#formspec + 1] = fgettext("Uninstall") formspec[#formspec + 1] = "]" end --formspec[#formspec + 1] = "button[9.9,0;1.5,1;view_" --formspec[#formspec + 1] = tostring(i) --formspec[#formspec + 1] = ";" --formspec[#formspec + 1] = fgettext("View") --formspec[#formspec + 1] = "]" formspec[#formspec + 1] = "container_end[]" end return table.concat(formspec, "") end function store.handle_submit(this, fields) if fields.search or fields.key_enter_field == "search_string" then search_string = fields.search_string:trim() cur_page = 1 store.filter_packages(search_string) return true end if fields.back then this:delete() return true end if fields.pstart then cur_page = 1 return true end if fields.pend then cur_page = this.data.pagemax return true end if fields.pnext then cur_page = cur_page + 1 if cur_page > this.data.pagemax then cur_page = 1 end return true end if fields.pback then if cur_page == 1 then cur_page = this.data.pagemax else cur_page = cur_page - 1 end return true end if fields.type then local new_type = table.indexof(filter_types_titles, fields.type) if new_type ~= filter_type then filter_type = new_type store.filter_packages(search_string) return true end end local start_idx = (cur_page - 1) * num_per_page + 1 assert(start_idx ~= nil) for i=start_idx, math.min(#store.packages, start_idx+num_per_page-1) do local package = store.packages[i] assert(package) if fields["install_" .. i] then start_install(this, package) return true end if fields["uninstall_" .. i] then local dlg_delmod = create_delete_content_dlg(package) dlg_delmod:set_parent(this) this:hide() dlg_delmod:show() return true end if fields["view_" .. i] then local dlg = package_dialog.create(package) dlg:set_parent(this) this:hide() dlg:show() return true end end return false end function create_store_dlg(type) if not store.loaded or #store.packages_full == 0 then store.load() end search_string = "" cur_page = 1 store.filter_packages(search_string) return dialog_create("store", store.get_formspec, store.handle_submit, nil) end
pgimeno/minetest
builtin/mainmenu/dlg_contentstore.lua
Lua
mit
16,111
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local worldname = "" local function create_world_formspec(dialogdata) local mapgens = core.get_mapgen_names() local current_seed = core.settings:get("fixed_map_seed") or "" local current_mg = core.settings:get("mg_name") local gameid = core.settings:get("menu_last_game") local game, gameidx = nil , 0 if gameid ~= nil then game, gameidx = pkgmgr.find_by_gameid(gameid) if gameidx == nil then gameidx = 0 end end local game_by_gameidx = core.get_game(gameidx) if game_by_gameidx ~= nil then local gamepath = game_by_gameidx.path local gameconfig = Settings(gamepath.."/game.conf") local disallowed_mapgens = (gameconfig:get("disallowed_mapgens") or ""):split() for key, value in pairs(disallowed_mapgens) do disallowed_mapgens[key] = value:trim() end if disallowed_mapgens then for i = #mapgens, 1, -1 do if table.indexof(disallowed_mapgens, mapgens[i]) > 0 then table.remove(mapgens, i) end end end end local mglist = "" local selindex = 1 local i = 1 for k,v in pairs(mapgens) do if current_mg == v then selindex = i end i = i + 1 mglist = mglist .. v .. "," end mglist = mglist:sub(1, -2) current_seed = core.formspec_escape(current_seed) local retval = "size[11.5,6.5,true]" .. "label[2,0;" .. fgettext("World name") .. "]".. "field[4.5,0.4;6,0.5;te_world_name;;" .. minetest.formspec_escape(worldname) .. "]" .. "label[2,1;" .. fgettext("Seed") .. "]".. "field[4.5,1.4;6,0.5;te_seed;;".. current_seed .. "]" .. "label[2,2;" .. fgettext("Mapgen") .. "]".. "dropdown[4.2,2;6.3;dd_mapgen;" .. mglist .. ";" .. selindex .. "]" .. "label[2,3;" .. fgettext("Game") .. "]".. "textlist[4.2,3;5.8,2.3;games;" .. pkgmgr.gamelist() .. ";" .. gameidx .. ";true]" .. "button[3.25,6;2.5,0.5;world_create_confirm;" .. fgettext("Create") .. "]" .. "button[5.75,6;2.5,0.5;world_create_cancel;" .. fgettext("Cancel") .. "]" if #pkgmgr.games == 0 then retval = retval .. "box[2,4;8,1;#ff8800]label[2.25,4;" .. fgettext("You have no games installed.") .. "]label[2.25,4.4;" .. fgettext("Download one from minetest.net") .. "]" elseif #pkgmgr.games == 1 and pkgmgr.games[1].id == "minimal" then retval = retval .. "box[1.75,4;8.7,1;#ff8800]label[2,4;" .. fgettext("Warning: The minimal development test is meant for developers.") .. "]label[2,4.4;" .. fgettext("Download a game, such as Minetest Game, from minetest.net") .. "]" end return retval end local function create_world_buttonhandler(this, fields) if fields["world_create_confirm"] or fields["key_enter"] then local worldname = fields["te_world_name"] local gameindex = core.get_textlist_index("games") if gameindex ~= nil then if worldname == "" then local random_number = math.random(10000, 99999) local random_world_name = "Unnamed" .. random_number worldname = random_world_name end local message = nil core.settings:set("fixed_map_seed", fields["te_seed"]) if not menudata.worldlist:uid_exists_raw(worldname) then core.settings:set("mg_name",fields["dd_mapgen"]) message = core.create_world(worldname,gameindex) else message = fgettext("A world named \"$1\" already exists", worldname) end if message ~= nil then gamedata.errormessage = message else core.settings:set("menu_last_game",pkgmgr.games[gameindex].id) if this.data.update_worldlist_filter then menudata.worldlist:set_filtercriteria(pkgmgr.games[gameindex].id) mm_texture.update("singleplayer", pkgmgr.games[gameindex].id) end menudata.worldlist:refresh() core.settings:set("mainmenu_last_selected_world", menudata.worldlist:raw_index_by_uid(worldname)) end else gamedata.errormessage = fgettext("No game selected") end this:delete() return true end worldname = fields.te_world_name if fields["games"] then local gameindex = core.get_textlist_index("games") core.settings:set("menu_last_game", pkgmgr.games[gameindex].id) return true end if fields["world_create_cancel"] then this:delete() return true end return false end function create_create_world_dlg(update_worldlistfilter) worldname = "" local retval = dialog_create("sp_create_world", create_world_formspec, create_world_buttonhandler, nil) retval.update_worldlist_filter = update_worldlistfilter return retval end
pgimeno/minetest
builtin/mainmenu/dlg_create_world.lua
Lua
mit
5,165
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local function delete_content_formspec(dialogdata) local retval = "size[11.5,4.5,true]" .. "label[2,2;" .. fgettext("Are you sure you want to delete \"$1\"?", dialogdata.content.name) .. "]".. "button[3.25,3.5;2.5,0.5;dlg_delete_content_confirm;" .. fgettext("Delete") .. "]" .. "button[5.75,3.5;2.5,0.5;dlg_delete_content_cancel;" .. fgettext("Cancel") .. "]" return retval end -------------------------------------------------------------------------------- local function delete_content_buttonhandler(this, fields) if fields["dlg_delete_content_confirm"] ~= nil then if this.data.content.path ~= nil and this.data.content.path ~= "" and this.data.content.path ~= core.get_modpath() and this.data.content.path ~= core.get_gamepath() and this.data.content.path ~= core.get_texturepath() then if not core.delete_dir(this.data.content.path) then gamedata.errormessage = fgettext("pkgmgr: failed to delete \"$1\"", this.data.content.path) end if this.data.content.type == "game" then pkgmgr.update_gamelist() else pkgmgr.refresh_globals() end else gamedata.errormessage = fgettext("pkgmgr: invalid path \"$1\"", this.data.content.path) end this:delete() return true end if fields["dlg_delete_content_cancel"] then this:delete() return true end return false end -------------------------------------------------------------------------------- function create_delete_content_dlg(content) assert(content.name) local retval = dialog_create("dlg_delete_content", delete_content_formspec, delete_content_buttonhandler, nil) retval.data.content = content return retval end
pgimeno/minetest
builtin/mainmenu/dlg_delete_content.lua
Lua
mit
2,522
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local function delete_world_formspec(dialogdata) local retval = "size[10,2.5,true]" .. "label[0.5,0.5;" .. fgettext("Delete World \"$1\"?", dialogdata.delete_name) .. "]" .. "button[0.5,1.5;2.5,0.5;world_delete_confirm;" .. fgettext("Delete") .. "]" .. "button[7.0,1.5;2.5,0.5;world_delete_cancel;" .. fgettext("Cancel") .. "]" return retval end local function delete_world_buttonhandler(this, fields) if fields["world_delete_confirm"] then if this.data.delete_index > 0 and this.data.delete_index <= #menudata.worldlist:get_raw_list() then core.delete_world(this.data.delete_index) menudata.worldlist:refresh() end this:delete() return true end if fields["world_delete_cancel"] then this:delete() return true end return false end function create_delete_world_dlg(name_to_del, index_to_del) assert(name_to_del ~= nil and type(name_to_del) == "string" and name_to_del ~= "") assert(index_to_del ~= nil and type(index_to_del) == "number") local retval = dialog_create("delete_world", delete_world_formspec, delete_world_buttonhandler, nil) retval.data.delete_name = name_to_del retval.data.delete_index = index_to_del return retval end
pgimeno/minetest
builtin/mainmenu/dlg_delete_world.lua
Lua
mit
1,975
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local function rename_modpack_formspec(dialogdata) local retval = "size[11.5,4.5,true]" .. "button[3.25,3.5;2.5,0.5;dlg_rename_modpack_confirm;".. fgettext("Accept") .. "]" .. "button[5.75,3.5;2.5,0.5;dlg_rename_modpack_cancel;".. fgettext("Cancel") .. "]" local input_y = 2 if dialogdata.mod.is_name_explicit then retval = retval .. "textarea[1,0.2;10,2;;;" .. fgettext("This modpack has an explicit name given in its modpack.conf " .. "which will override any renaming here.") .. "]" input_y = 2.5 end retval = retval .. "field[2.5," .. input_y .. ";7,0.5;te_modpack_name;" .. fgettext("Rename Modpack:") .. ";" .. dialogdata.mod.dir_name .. "]" return retval end -------------------------------------------------------------------------------- local function rename_modpack_buttonhandler(this, fields) if fields["dlg_rename_modpack_confirm"] ~= nil then local oldpath = this.data.mod.path local targetpath = this.data.mod.parent_dir .. DIR_DELIM .. fields["te_modpack_name"] os.rename(oldpath, targetpath) pkgmgr.refresh_globals() pkgmgr.selected_mod = pkgmgr.global_mods:get_current_index( pkgmgr.global_mods:raw_index_by_uid(fields["te_modpack_name"])) this:delete() return true end if fields["dlg_rename_modpack_cancel"] then this:delete() return true end return false end -------------------------------------------------------------------------------- function create_rename_modpack_dlg(modpack) local retval = dialog_create("dlg_delete_mod", rename_modpack_formspec, rename_modpack_buttonhandler, nil) retval.data.mod = modpack return retval end
pgimeno/minetest
builtin/mainmenu/dlg_rename_modpack.lua
Lua
mit
2,499
--Minetest --Copyright (C) 2015 PilzAdam -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local FILENAME = "settingtypes.txt" local CHAR_CLASSES = { SPACE = "[%s]", VARIABLE = "[%w_%-%.]", INTEGER = "[+-]?[%d]", FLOAT = "[+-]?[%d%.]", FLAGS = "[%w_%-%.,]", } local function flags_to_table(flags) return flags:gsub("%s+", ""):split(",", true) -- Remove all spaces and split end -- returns error message, or nil local function parse_setting_line(settings, line, read_all, base_level, allow_secure) -- comment local comment = line:match("^#" .. CHAR_CLASSES.SPACE .. "*(.*)$") if comment then if settings.current_comment == "" then settings.current_comment = comment else settings.current_comment = settings.current_comment .. "\n" .. comment end return end -- clear current_comment so only comments directly above a setting are bound to it -- but keep a local reference to it for variables in the current line local current_comment = settings.current_comment settings.current_comment = "" -- empty lines if line:match("^" .. CHAR_CLASSES.SPACE .. "*$") then return end -- category local stars, category = line:match("^%[([%*]*)([^%]]+)%]$") if category then table.insert(settings, { name = category, level = stars:len() + base_level, type = "category", }) return end -- settings local first_part, name, readable_name, setting_type = line:match("^" -- this first capture group matches the whole first part, -- so we can later strip it from the rest of the line .. "(" .. "([" .. CHAR_CLASSES.VARIABLE .. "+)" -- variable name .. CHAR_CLASSES.SPACE .. "*" .. "%(([^%)]*)%)" -- readable name .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.VARIABLE .. "+)" -- type .. CHAR_CLASSES.SPACE .. "*" .. ")") if not first_part then return "Invalid line" end if name:match("secure%.[.]*") and not allow_secure then return "Tried to add \"secure.\" setting" end if readable_name == "" then readable_name = nil end local remaining_line = line:sub(first_part:len() + 1) if setting_type == "int" then local default, min, max = remaining_line:match("^" -- first int is required, the last 2 are optional .. "(" .. CHAR_CLASSES.INTEGER .. "+)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.INTEGER .. "*)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.INTEGER .. "*)" .. "$") if not default or not tonumber(default) then return "Invalid integer setting" end min = tonumber(min) max = tonumber(max) table.insert(settings, { name = name, readable_name = readable_name, type = "int", default = default, min = min, max = max, comment = current_comment, }) return end if setting_type == "string" or setting_type == "key" or setting_type == "v3f" then local default = remaining_line:match("^(.*)$") if not default then return "Invalid string setting" end if setting_type == "key" and not read_all then -- ignore key type if read_all is false return end table.insert(settings, { name = name, readable_name = readable_name, type = setting_type, default = default, comment = current_comment, }) return end if setting_type == "noise_params_2d" or setting_type == "noise_params_3d" then local default = remaining_line:match("^(.*)$") if not default then return "Invalid string setting" end local values = {} local ti = 1 local index = 1 for line in default:gmatch("[+-]?[%d.-e]+") do -- All numeric characters index = default:find("[+-]?[%d.-e]+", index) + line:len() table.insert(values, line) ti = ti + 1 if ti > 9 then break end end index = default:find("[^, ]", index) local flags = "" if index then flags = default:sub(index) default = default:sub(1, index - 3) -- Make sure no flags in single-line format end table.insert(values, flags) table.insert(settings, { name = name, readable_name = readable_name, type = setting_type, default = default, default_table = { offset = values[1], scale = values[2], spread = { x = values[3], y = values[4], z = values[5] }, seed = values[6], octaves = values[7], persistence = values[8], lacunarity = values[9], flags = values[10] }, values = values, comment = current_comment, noise_params = true, flags = flags_to_table("defaults,eased,absvalue") }) return end if setting_type == "bool" then if remaining_line ~= "false" and remaining_line ~= "true" then return "Invalid boolean setting" end table.insert(settings, { name = name, readable_name = readable_name, type = "bool", default = remaining_line, comment = current_comment, }) return end if setting_type == "float" then local default, min, max = remaining_line:match("^" -- first float is required, the last 2 are optional .. "(" .. CHAR_CLASSES.FLOAT .. "+)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.FLOAT .. "*)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.FLOAT .. "*)" .."$") if not default or not tonumber(default) then return "Invalid float setting" end min = tonumber(min) max = tonumber(max) table.insert(settings, { name = name, readable_name = readable_name, type = "float", default = default, min = min, max = max, comment = current_comment, }) return end if setting_type == "enum" then local default, values = remaining_line:match("^" -- first value (default) may be empty (i.e. is optional) .. "(" .. CHAR_CLASSES.VARIABLE .. "*)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.FLAGS .. "+)" .. "$") if not default or values == "" then return "Invalid enum setting" end table.insert(settings, { name = name, readable_name = readable_name, type = "enum", default = default, values = values:split(",", true), comment = current_comment, }) return end if setting_type == "path" or setting_type == "filepath" then local default = remaining_line:match("^(.*)$") if not default then return "Invalid path setting" end table.insert(settings, { name = name, readable_name = readable_name, type = setting_type, default = default, comment = current_comment, }) return end if setting_type == "flags" then local default, possible = remaining_line:match("^" -- first value (default) may be empty (i.e. is optional) -- this is implemented by making the last value optional, and -- swapping them around if it turns out empty. .. "(" .. CHAR_CLASSES.FLAGS .. "+)" .. CHAR_CLASSES.SPACE .. "*" .. "(" .. CHAR_CLASSES.FLAGS .. "*)" .. "$") if not default or not possible then return "Invalid flags setting" end if possible == "" then possible = default default = "" end table.insert(settings, { name = name, readable_name = readable_name, type = "flags", default = default, possible = flags_to_table(possible), comment = current_comment, }) return end return "Invalid setting type \"" .. setting_type .. "\"" end local function parse_single_file(file, filepath, read_all, result, base_level, allow_secure) -- store this helper variable in the table so it's easier to pass to parse_setting_line() result.current_comment = "" local line = file:read("*line") while line do local error_msg = parse_setting_line(result, line, read_all, base_level, allow_secure) if error_msg then core.log("error", error_msg .. " in " .. filepath .. " \"" .. line .. "\"") end line = file:read("*line") end result.current_comment = nil end -- read_all: whether to ignore certain setting types for GUI or not -- parse_mods: whether to parse settingtypes.txt in mods and games local function parse_config_file(read_all, parse_mods) local builtin_path = core.get_builtin_path() .. FILENAME local file = io.open(builtin_path, "r") local settings = {} if not file then core.log("error", "Can't load " .. FILENAME) return settings end parse_single_file(file, builtin_path, read_all, settings, 0, true) file:close() if parse_mods then -- Parse games local games_category_initialized = false local index = 1 local game = pkgmgr.get_game(index) while game do local path = game.path .. DIR_DELIM .. FILENAME local file = io.open(path, "r") if file then if not games_category_initialized then local translation = fgettext_ne("Games"), -- not used, but needed for xgettext table.insert(settings, { name = "Games", level = 0, type = "category", }) games_category_initialized = true end table.insert(settings, { name = game.name, level = 1, type = "category", }) parse_single_file(file, path, read_all, settings, 2, false) file:close() end index = index + 1 game = pkgmgr.get_game(index) end -- Parse mods local mods_category_initialized = false local mods = {} get_mods(core.get_modpath(), mods) for _, mod in ipairs(mods) do local path = mod.path .. DIR_DELIM .. FILENAME local file = io.open(path, "r") if file then if not mods_category_initialized then local translation = fgettext_ne("Mods"), -- not used, but needed for xgettext table.insert(settings, { name = "Mods", level = 0, type = "category", }) mods_category_initialized = true end table.insert(settings, { name = mod.name, level = 1, type = "category", }) parse_single_file(file, path, read_all, settings, 2, false) file:close() end end end return settings end local function filter_settings(settings, searchstring) if not searchstring or searchstring == "" then return settings, -1 end -- Setup the keyword list local keywords = {} for word in searchstring:lower():gmatch("%S+") do table.insert(keywords, word) end local result = {} local category_stack = {} local current_level = 0 local best_setting = nil for _, entry in pairs(settings) do if entry.type == "category" then -- Remove all settingless categories while #category_stack > 0 and entry.level <= current_level do table.remove(category_stack, #category_stack) if #category_stack > 0 then current_level = category_stack[#category_stack].level else current_level = 0 end end -- Push category onto stack category_stack[#category_stack + 1] = entry current_level = entry.level else -- See if setting matches keywords local setting_score = 0 for k = 1, #keywords do local keyword = keywords[k] if string.find(entry.name:lower(), keyword, 1, true) then setting_score = setting_score + 1 end if entry.readable_name and string.find(fgettext(entry.readable_name):lower(), keyword, 1, true) then setting_score = setting_score + 1 end if entry.comment and string.find(fgettext_ne(entry.comment):lower(), keyword, 1, true) then setting_score = setting_score + 1 end end -- Add setting to results if match if setting_score > 0 then -- Add parent categories for _, category in pairs(category_stack) do result[#result + 1] = category end category_stack = {} -- Add setting result[#result + 1] = entry entry.score = setting_score if not best_setting or setting_score > result[best_setting].score then best_setting = #result end end end end return result, best_setting or -1 end local full_settings = parse_config_file(false, true) local search_string = "" local settings = full_settings local selected_setting = 1 local function get_current_value(setting) local value = core.settings:get(setting.name) if value == nil then value = setting.default end return value end local function get_current_np_group(setting) local value = core.settings:get_np_group(setting.name) local t = {} if value == nil then t = setting.values else table.insert(t, value.offset) table.insert(t, value.scale) table.insert(t, value.spread.x) table.insert(t, value.spread.y) table.insert(t, value.spread.z) table.insert(t, value.seed) table.insert(t, value.octaves) table.insert(t, value.persistence) table.insert(t, value.lacunarity) table.insert(t, value.flags) end return t end local function get_current_np_group_as_string(setting) local value = core.settings:get_np_group(setting.name) local t if value == nil then t = setting.default else t = value.offset .. ", " .. value.scale .. ", (" .. value.spread.x .. ", " .. value.spread.y .. ", " .. value.spread.z .. "), " .. value.seed .. ", " .. value.octaves .. ", " .. value.persistence .. ", " .. value.lacunarity if value.flags ~= "" then t = t .. ", " .. value.flags end end return t end local checkboxes = {} -- handle checkboxes events local function create_change_setting_formspec(dialogdata) local setting = settings[selected_setting] -- Final formspec will be created at the end of this function -- Default values below, may be changed depending on setting type local width = 10 local height = 3.5 local description_height = 3 local formspec = "" -- Setting-specific formspec elements if setting.type == "bool" then local selected_index = 1 if core.is_yes(get_current_value(setting)) then selected_index = 2 end formspec = "dropdown[3," .. height .. ";4,1;dd_setting_value;" .. fgettext("Disabled") .. "," .. fgettext("Enabled") .. ";" .. selected_index .. "]" height = height + 1.25 elseif setting.type == "enum" then local selected_index = 0 formspec = "dropdown[3," .. height .. ";4,1;dd_setting_value;" for index, value in ipairs(setting.values) do -- translating value is not possible, since it's the value -- that we set the setting to formspec = formspec .. core.formspec_escape(value) .. "," if get_current_value(setting) == value then selected_index = index end end if #setting.values > 0 then formspec = formspec:sub(1, -2) -- remove trailing comma end formspec = formspec .. ";" .. selected_index .. "]" height = height + 1.25 elseif setting.type == "path" or setting.type == "filepath" then local current_value = dialogdata.selected_path if not current_value then current_value = get_current_value(setting) end formspec = "field[0.28," .. height + 0.15 .. ";8,1;te_setting_value;;" .. core.formspec_escape(current_value) .. "]" .. "button[8," .. height - 0.15 .. ";2,1;btn_browser_" .. setting.type .. ";" .. fgettext("Browse") .. "]" height = height + 1.15 elseif setting.type == "noise_params_2d" or setting.type == "noise_params_3d" then local t = get_current_np_group(setting) local dimension = 3 if setting.type == "noise_params_2d" then dimension = 2 end -- More space for 3x3 fields description_height = description_height - 1.5 height = height - 1.5 local fields = {} local function add_field(x, name, label, value) fields[#fields + 1] = ("field[%f,%f;3.3,1;%s;%s;%s]"):format( x, height, name, label, core.formspec_escape(value or "") ) end -- First row height = height + 0.3 add_field(0.3, "te_offset", fgettext("Offset"), t[1]) add_field(3.6, "te_scale", fgettext("Scale"), t[2]) add_field(6.9, "te_seed", fgettext("Seed"), t[6]) height = height + 1.1 -- Second row add_field(0.3, "te_spreadx", fgettext("X spread"), t[3]) if dimension == 3 then add_field(3.6, "te_spready", fgettext("Y spread"), t[4]) else fields[#fields + 1] = "label[4," .. height - 0.2 .. ";" .. fgettext("2D Noise") .. "]" end add_field(6.9, "te_spreadz", fgettext("Z spread"), t[5]) height = height + 1.1 -- Third row add_field(0.3, "te_octaves", fgettext("Octaves"), t[7]) add_field(3.6, "te_persist", fgettext("Persistance"), t[8]) add_field(6.9, "te_lacun", fgettext("Lacunarity"), t[9]) height = height + 1.1 local enabled_flags = flags_to_table(t[10]) local flags = {} for _, name in ipairs(enabled_flags) do -- Index by name, to avoid iterating over all enabled_flags for every possible flag. flags[name] = true end for _, name in ipairs(setting.flags) do local checkbox_name = "cb_" .. name local is_enabled = flags[name] == true -- to get false if nil checkboxes[checkbox_name] = is_enabled end -- Flags formspec = table.concat(fields) .. "checkbox[0.5," .. height - 0.6 .. ";cb_defaults;" .. fgettext("defaults") .. ";" -- defaults .. tostring(flags["defaults"] == true) .. "]" -- to get false if nil .. "checkbox[5," .. height - 0.6 .. ";cb_eased;" .. fgettext("eased") .. ";" -- eased .. tostring(flags["eased"] == true) .. "]" .. "checkbox[5," .. height - 0.15 .. ";cb_absvalue;" .. fgettext("absvalue") .. ";" -- absvalue .. tostring(flags["absvalue"] == true) .. "]" height = height + 1 elseif setting.type == "v3f" then local val = get_current_value(setting) local v3f = {} for line in val:gmatch("[+-]?[%d.-e]+") do -- All numeric characters table.insert(v3f, line) end height = height + 0.3 formspec = formspec .. "field[0.3," .. height .. ";3.3,1;te_x;" .. fgettext("X") .. ";" -- X .. core.formspec_escape(v3f[1] or "") .. "]" .. "field[3.6," .. height .. ";3.3,1;te_y;" .. fgettext("Y") .. ";" -- Y .. core.formspec_escape(v3f[2] or "") .. "]" .. "field[6.9," .. height .. ";3.3,1;te_z;" .. fgettext("Z") .. ";" -- Z .. core.formspec_escape(v3f[3] or "") .. "]" height = height + 1.1 elseif setting.type == "flags" then local enabled_flags = flags_to_table(get_current_value(setting)) local flags = {} for _, name in ipairs(enabled_flags) do -- Index by name, to avoid iterating over all enabled_flags for every possible flag. flags[name] = true end local flags_count = #setting.possible local max_height = flags_count / 4 -- More space for flags description_height = description_height - 1 height = height - 1 local fields = {} -- To build formspec for i, name in ipairs(setting.possible) do local x = 0.5 local y = height + i / 2 - 0.75 if i - 1 >= flags_count / 2 then -- 2nd column x = 5 y = y - max_height end local checkbox_name = "cb_" .. name local is_enabled = flags[name] == true -- to get false if nil checkboxes[checkbox_name] = is_enabled fields[#fields + 1] = ("checkbox[%f,%f;%s;%s;%s]"):format( x, y, checkbox_name, name, tostring(is_enabled) ) end formspec = table.concat(fields) height = height + max_height + 0.25 else -- TODO: fancy input for float, int local text = get_current_value(setting) if dialogdata.error_message and dialogdata.entered_text then text = dialogdata.entered_text end formspec = "field[0.28," .. height + 0.15 .. ";" .. width .. ",1;te_setting_value;;" .. core.formspec_escape(text) .. "]" height = height + 1.15 end -- Box good, textarea bad. Calculate textarea size from box. local function create_textfield(size, label, text, bg_color) local textarea = { x = size.x + 0.3, y = size.y, w = size.w + 0.25, h = size.h * 1.16 + 0.12 } return ("box[%f,%f;%f,%f;%s]textarea[%f,%f;%f,%f;;%s;%s]"):format( size.x, size.y, size.w, size.h, bg_color or "#000", textarea.x, textarea.y, textarea.w, textarea.h, core.formspec_escape(label), core.formspec_escape(text) ) end -- When there's an error: Shrink description textarea and add error below if dialogdata.error_message then local error_box = { x = 0, y = description_height - 0.4, w = width - 0.25, h = 0.5 } formspec = formspec .. create_textfield(error_box, "", dialogdata.error_message, "#600") description_height = description_height - 0.75 end -- Get description field local description_box = { x = 0, y = 0.2, w = width - 0.25, h = description_height } local setting_name = setting.name if setting.readable_name then setting_name = fgettext_ne(setting.readable_name) .. " (" .. setting.name .. ")" end local comment_text = "" if setting.comment == "" then comment_text = fgettext_ne("(No description of setting given)") else comment_text = fgettext_ne(setting.comment) end return ( "size[" .. width .. "," .. height + 0.25 .. ",true]" .. create_textfield(description_box, setting_name, comment_text) .. formspec .. "button[" .. width / 2 - 2.5 .. "," .. height - 0.4 .. ";2.5,1;btn_done;" .. fgettext("Save") .. "]" .. "button[" .. width / 2 .. "," .. height - 0.4 .. ";2.5,1;btn_cancel;" .. fgettext("Cancel") .. "]" ) end local function handle_change_setting_buttons(this, fields) local setting = settings[selected_setting] if fields["btn_done"] or fields["key_enter"] then if setting.type == "bool" then local new_value = fields["dd_setting_value"] -- Note: new_value is the actual (translated) value shown in the dropdown core.settings:set_bool(setting.name, new_value == fgettext("Enabled")) elseif setting.type == "enum" then local new_value = fields["dd_setting_value"] core.settings:set(setting.name, new_value) elseif setting.type == "int" then local new_value = tonumber(fields["te_setting_value"]) if not new_value or math.floor(new_value) ~= new_value then this.data.error_message = fgettext_ne("Please enter a valid integer.") this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end if setting.min and new_value < setting.min then this.data.error_message = fgettext_ne("The value must be at least $1.", setting.min) this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end if setting.max and new_value > setting.max then this.data.error_message = fgettext_ne("The value must not be larger than $1.", setting.max) this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end core.settings:set(setting.name, new_value) elseif setting.type == "float" then local new_value = tonumber(fields["te_setting_value"]) if not new_value then this.data.error_message = fgettext_ne("Please enter a valid number.") this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end if setting.min and new_value < setting.min then this.data.error_message = fgettext_ne("The value must be at least $1.", setting.min) this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end if setting.max and new_value > setting.max then this.data.error_message = fgettext_ne("The value must not be larger than $1.", setting.max) this.data.entered_text = fields["te_setting_value"] core.update_formspec(this:get_formspec()) return true end core.settings:set(setting.name, new_value) elseif setting.type == "flags" then local values = {} for _, name in ipairs(setting.possible) do if checkboxes["cb_" .. name] then table.insert(values, name) end end checkboxes = {} local new_value = table.concat(values, ", ") core.settings:set(setting.name, new_value) elseif setting.type == "noise_params_2d" or setting.type == "noise_params_3d" then local np_flags = {} for _, name in ipairs(setting.flags) do if checkboxes["cb_" .. name] then table.insert(np_flags, name) end end checkboxes = {} if setting.type == "noise_params_2d" then fields["te_spready"] = fields["te_spreadz"] end local new_value = { offset = fields["te_offset"], scale = fields["te_scale"], spread = { x = fields["te_spreadx"], y = fields["te_spready"], z = fields["te_spreadz"] }, seed = fields["te_seed"], octaves = fields["te_octaves"], persistence = fields["te_persist"], lacunarity = fields["te_lacun"], flags = table.concat(np_flags, ", ") } core.settings:set_np_group(setting.name, new_value) elseif setting.type == "v3f" then local new_value = "(" .. fields["te_x"] .. ", " .. fields["te_y"] .. ", " .. fields["te_z"] .. ")" core.settings:set(setting.name, new_value) else local new_value = fields["te_setting_value"] core.settings:set(setting.name, new_value) end core.settings:write() this:delete() return true end if fields["btn_cancel"] then this:delete() return true end if fields["btn_browser_path"] then core.show_path_select_dialog("dlg_browse_path", fgettext_ne("Select directory"), false) end if fields["btn_browser_filepath"] then core.show_path_select_dialog("dlg_browse_path", fgettext_ne("Select file"), true) end if fields["dlg_browse_path_accepted"] then this.data.selected_path = fields["dlg_browse_path_accepted"] core.update_formspec(this:get_formspec()) end if setting.type == "flags" or setting.type == "noise_params_2d" or setting.type == "noise_params_3d" then for name, value in pairs(fields) do if name:sub(1, 3) == "cb_" then checkboxes[name] = value == "true" end end end return false end local function create_settings_formspec(tabview, name, tabdata) local formspec = "size[12,5.4;true]" .. "tablecolumns[color;tree;text,width=28;text]" .. "tableoptions[background=#00000000;border=false]" .. "field[0.3,0.1;10.2,1;search_string;;" .. core.formspec_escape(search_string) .. "]" .. "field_close_on_enter[search_string;false]" .. "button[10.2,-0.2;2,1;search;" .. fgettext("Search") .. "]" .. "table[0,0.8;12,3.5;list_settings;" local current_level = 0 for _, entry in ipairs(settings) do local name if not core.settings:get_bool("main_menu_technical_settings") and entry.readable_name then name = fgettext_ne(entry.readable_name) else name = entry.name end if entry.type == "category" then current_level = entry.level formspec = formspec .. "#FFFF00," .. current_level .. "," .. fgettext(name) .. ",," elseif entry.type == "bool" then local value = get_current_value(entry) if core.is_yes(value) then value = fgettext("Enabled") else value = fgettext("Disabled") end formspec = formspec .. "," .. (current_level + 1) .. "," .. core.formspec_escape(name) .. "," .. value .. "," elseif entry.type == "key" then -- ignore key settings, since we have a special dialog for them elseif entry.type == "noise_params_2d" or entry.type == "noise_params_3d" then formspec = formspec .. "," .. (current_level + 1) .. "," .. core.formspec_escape(name) .. "," .. core.formspec_escape(get_current_np_group_as_string(entry)) .. "," else formspec = formspec .. "," .. (current_level + 1) .. "," .. core.formspec_escape(name) .. "," .. core.formspec_escape(get_current_value(entry)) .. "," end end if #settings > 0 then formspec = formspec:sub(1, -2) -- remove trailing comma end formspec = formspec .. ";" .. selected_setting .. "]" .. "button[0,4.9;4,1;btn_back;".. fgettext("< Back to Settings page") .. "]" .. "button[10,4.9;2,1;btn_edit;" .. fgettext("Edit") .. "]" .. "button[7,4.9;3,1;btn_restore;" .. fgettext("Restore Default") .. "]" .. "checkbox[0,4.3;cb_tech_settings;" .. fgettext("Show technical names") .. ";" .. dump(core.settings:get_bool("main_menu_technical_settings")) .. "]" return formspec end local function handle_settings_buttons(this, fields, tabname, tabdata) local list_enter = false if fields["list_settings"] then selected_setting = core.get_table_index("list_settings") if core.explode_table_event(fields["list_settings"]).type == "DCL" then -- Directly toggle booleans local setting = settings[selected_setting] if setting and setting.type == "bool" then local current_value = get_current_value(setting) core.settings:set_bool(setting.name, not core.is_yes(current_value)) core.settings:write() return true else list_enter = true end else return true end end if fields.search or fields.key_enter_field == "search_string" then if search_string == fields.search_string then if selected_setting > 0 then -- Go to next result on enter press local i = selected_setting + 1 local looped = false while i > #settings or settings[i].type == "category" do i = i + 1 if i > #settings then -- Stop infinte looping if looped then return false end i = 1 looped = true end end selected_setting = i core.update_formspec(this:get_formspec()) return true end else -- Search for setting search_string = fields.search_string settings, selected_setting = filter_settings(full_settings, search_string) core.update_formspec(this:get_formspec()) end return true end if fields["btn_edit"] or list_enter then local setting = settings[selected_setting] if setting and setting.type ~= "category" then local edit_dialog = dialog_create("change_setting", create_change_setting_formspec, handle_change_setting_buttons) edit_dialog:set_parent(this) this:hide() edit_dialog:show() end return true end if fields["btn_restore"] then local setting = settings[selected_setting] if setting and setting.type ~= "category" then core.settings:remove(setting.name) core.settings:write() core.update_formspec(this:get_formspec()) end return true end if fields["btn_back"] then this:delete() return true end if fields["cb_tech_settings"] then core.settings:set("main_menu_technical_settings", fields["cb_tech_settings"]) core.settings:write() core.update_formspec(this:get_formspec()) return true end return false end function create_adv_settings_dlg() local dlg = dialog_create("settings_advanced", create_settings_formspec, handle_settings_buttons, nil) return dlg end -- Uncomment to generate 'minetest.conf.example' and 'settings_translation_file.cpp'. -- For RUN_IN_PLACE the generated files may appear in the 'bin' folder. -- See comment and alternative line at the end of 'generate_from_settingtypes.lua'. --assert(loadfile(core.get_builtin_path().."mainmenu"..DIR_DELIM.."generate_from_settingtypes.lua"))(parse_config_file(true, false))
pgimeno/minetest
builtin/mainmenu/dlg_settings_advanced.lua
Lua
mit
31,058
local settings = ... local concat = table.concat local insert = table.insert local sprintf = string.format local rep = string.rep local minetest_example_header = [[ # This file contains a list of all available settings and their default value for minetest.conf # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # minetest.conf is read by default from: # ../minetest.conf # ../../minetest.conf # Any other path can be chosen by passing the path as a parameter # to the program, eg. "minetest.exe --config ../minetest.conf.example". # Further documentation: # http://wiki.minetest.net/ ]] local group_format_template = [[ # %s = { # offset = %s, # scale = %s, # spread = (%s, %s, %s), # seed = %s, # octaves = %s, # persistence = %s, # lacunarity = %s, # flags = %s # } ]] local function create_minetest_conf_example() local result = { minetest_example_header } for _, entry in ipairs(settings) do if entry.type == "category" then if entry.level == 0 then insert(result, "#\n# " .. entry.name .. "\n#\n\n") else insert(result, rep("#", entry.level)) insert(result, "# " .. entry.name .. "\n\n") end else local group_format = false if entry.noise_params and entry.values then if entry.type == "noise_params_2d" or entry.type == "noise_params_3d" then group_format = true end end if entry.comment ~= "" then for _, comment_line in ipairs(entry.comment:split("\n", true)) do insert(result, "# " .. comment_line .. "\n") end end insert(result, "# type: " .. entry.type) if entry.min then insert(result, " min: " .. entry.min) end if entry.max then insert(result, " max: " .. entry.max) end if entry.values and entry.noise_params == nil then insert(result, " values: " .. concat(entry.values, ", ")) end if entry.possible then insert(result, " possible values: " .. concat(entry.possible, ", ")) end insert(result, "\n") if group_format == true then insert(result, sprintf(group_format_template, entry.name, entry.values[1], entry.values[2], entry.values[3], entry.values[4], entry.values[5], entry.values[6], entry.values[7], entry.values[8], entry.values[9], entry.values[10])) else local append if entry.default ~= "" then append = " " .. entry.default end insert(result, sprintf("# %s =%s\n\n", entry.name, append or "")) end end end return concat(result) end local translation_file_header = [[ // This file is automatically generated // It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files // To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua fake_function() {]] local function create_translation_file() local result = { translation_file_header } for _, entry in ipairs(settings) do if entry.type == "category" then insert(result, sprintf("\tgettext(%q);", entry.name)) else if entry.readable_name then insert(result, sprintf("\tgettext(%q);", entry.readable_name)) end if entry.comment ~= "" then local comment_escaped = entry.comment:gsub("\n", "\\n") comment_escaped = comment_escaped:gsub("\"", "\\\"") insert(result, "\tgettext(\"" .. comment_escaped .. "\");") end end end insert(result, "}\n") return concat(result, "\n") end local file = assert(io.open("minetest.conf.example", "w")) file:write(create_minetest_conf_example()) file:close() file = assert(io.open("src/settings_translation_file.cpp", "w")) -- If 'minetest.conf.example' appears in the 'bin' folder, the line below may have to be -- used instead. The file will also appear in the 'bin' folder. --file = assert(io.open("settings_translation_file.cpp", "w")) file:write(create_translation_file()) file:close()
pgimeno/minetest
builtin/mainmenu/generate_from_settingtypes.lua
Lua
mit
3,935
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. mt_color_grey = "#AAAAAA" mt_color_blue = "#6389FF" mt_color_green = "#72FF63" mt_color_dark_green = "#25C191" --for all other colors ask sfan5 to complete his work! local menupath = core.get_mainmenu_path() local basepath = core.get_builtin_path() local menustyle = core.settings:get("main_menu_style") defaulttexturedir = core.get_texturepath_share() .. DIR_DELIM .. "base" .. DIR_DELIM .. "pack" .. DIR_DELIM dofile(basepath .. "common" .. DIR_DELIM .. "async_event.lua") dofile(basepath .. "common" .. DIR_DELIM .. "filterlist.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "buttonbar.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "dialog.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "tabview.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "ui.lua") dofile(menupath .. DIR_DELIM .. "common.lua") dofile(menupath .. DIR_DELIM .. "pkgmgr.lua") dofile(menupath .. DIR_DELIM .. "textures.lua") dofile(menupath .. DIR_DELIM .. "dlg_config_world.lua") dofile(menupath .. DIR_DELIM .. "dlg_settings_advanced.lua") dofile(menupath .. DIR_DELIM .. "dlg_contentstore.lua") if menustyle ~= "simple" then dofile(menupath .. DIR_DELIM .. "dlg_create_world.lua") dofile(menupath .. DIR_DELIM .. "dlg_delete_content.lua") dofile(menupath .. DIR_DELIM .. "dlg_delete_world.lua") dofile(menupath .. DIR_DELIM .. "dlg_rename_modpack.lua") end local tabs = {} tabs.settings = dofile(menupath .. DIR_DELIM .. "tab_settings.lua") tabs.content = dofile(menupath .. DIR_DELIM .. "tab_content.lua") tabs.credits = dofile(menupath .. DIR_DELIM .. "tab_credits.lua") if menustyle == "simple" then tabs.simple_main = dofile(menupath .. DIR_DELIM .. "tab_simple_main.lua") else tabs.local_game = dofile(menupath .. DIR_DELIM .. "tab_local.lua") tabs.play_online = dofile(menupath .. DIR_DELIM .. "tab_online.lua") end -------------------------------------------------------------------------------- local function main_event_handler(tabview, event) if event == "MenuQuit" then core.close() end return true end -------------------------------------------------------------------------------- local function init_globals() -- Init gamedata gamedata.worldindex = 0 if menustyle == "simple" then local world_list = core.get_worlds() local world_index local found_singleplayerworld = false for i, world in ipairs(world_list) do if world.name == "singleplayerworld" then found_singleplayerworld = true world_index = i break end end if not found_singleplayerworld then core.create_world("singleplayerworld", 1) world_list = core.get_worlds() for i, world in ipairs(world_list) do if world.name == "singleplayerworld" then world_index = i break end end end gamedata.worldindex = world_index else menudata.worldlist = filterlist.create( core.get_worlds, compare_worlds, -- Unique id comparison function function(element, uid) return element.name == uid end, -- Filter function function(element, gameid) return element.gameid == gameid end ) menudata.worldlist:add_sort_mechanism("alphabetic", sort_worlds_alphabetic) menudata.worldlist:set_sortmode("alphabetic") if not core.settings:get("menu_last_game") then local default_game = core.settings:get("default_game") or "minetest" core.settings:set("menu_last_game", default_game) end mm_texture.init() end -- Create main tabview local tv_main = tabview_create("maintab", {x = 12, y = 5.4}, {x = 0, y = 0}) if menustyle == "simple" then tv_main:add(tabs.simple_main) else tv_main:set_autosave_tab(true) tv_main:add(tabs.local_game) tv_main:add(tabs.play_online) end tv_main:add(tabs.content) tv_main:add(tabs.settings) tv_main:add(tabs.credits) tv_main:set_global_event_handler(main_event_handler) tv_main:set_fixed_size(false) if menustyle ~= "simple" then local last_tab = core.settings:get("maintab_LAST") if last_tab and tv_main.current_tab ~= last_tab then tv_main:set_tab(last_tab) end end ui.set_default("maintab") tv_main:show() ui.update() core.sound_play("main_menu", true) end init_globals()
pgimeno/minetest
builtin/mainmenu/init.lua
Lua
mit
4,898
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- function get_mods(path,retval,modpack) local mods = core.get_dir_list(path, true) for _, name in ipairs(mods) do if name:sub(1, 1) ~= "." then local prefix = path .. DIR_DELIM .. name local toadd = { dir_name = name, parent_dir = path, } retval[#retval + 1] = toadd -- Get config file local mod_conf local modpack_conf = io.open(prefix .. DIR_DELIM .. "modpack.conf") if modpack_conf then toadd.is_modpack = true modpack_conf:close() mod_conf = Settings(prefix .. DIR_DELIM .. "modpack.conf"):to_table() if mod_conf.name then name = mod_conf.name toadd.is_name_explicit = true end else mod_conf = Settings(prefix .. DIR_DELIM .. "mod.conf"):to_table() if mod_conf.name then name = mod_conf.name toadd.is_name_explicit = true end end -- Read from config toadd.name = name toadd.author = mod_conf.author toadd.release = tonumber(mod_conf.release or "0") toadd.path = prefix toadd.type = "mod" -- Check modpack.txt -- Note: modpack.conf is already checked above local modpackfile = io.open(prefix .. DIR_DELIM .. "modpack.txt") if modpackfile then modpackfile:close() toadd.is_modpack = true end -- Deal with modpack contents if modpack and modpack ~= "" then toadd.modpack = modpack elseif toadd.is_modpack then toadd.type = "modpack" toadd.is_modpack = true get_mods(prefix, retval, name) end end end end --modmanager implementation pkgmgr = {} function pkgmgr.get_texture_packs() local txtpath = core.get_texturepath() local list = core.get_dir_list(txtpath, true) local retval = {} local current_texture_path = core.settings:get("texture_path") for _, item in ipairs(list) do if item ~= "base" then local name = item local path = txtpath .. DIR_DELIM .. item .. DIR_DELIM if path == current_texture_path then name = fgettext("$1 (Enabled)", name) end local conf = Settings(path .. "texture_pack.conf") retval[#retval + 1] = { name = item, author = conf:get("author"), release = tonumber(conf:get("release") or "0"), list_name = name, type = "txp", path = path, enabled = path == current_texture_path, } end end table.sort(retval, function(a, b) return a.name > b.name end) return retval end -------------------------------------------------------------------------------- function pkgmgr.extract(modfile) if modfile.type == "zip" then local tempfolder = os.tempfolder() if tempfolder ~= nil and tempfolder ~= "" then core.create_dir(tempfolder) if core.extract_zip(modfile.name,tempfolder) then return tempfolder end end end return nil end function pkgmgr.get_folder_type(path) local testfile = io.open(path .. DIR_DELIM .. "init.lua","r") if testfile ~= nil then testfile:close() return { type = "mod", path = path } end testfile = io.open(path .. DIR_DELIM .. "modpack.conf","r") if testfile ~= nil then testfile:close() return { type = "modpack", path = path } end testfile = io.open(path .. DIR_DELIM .. "modpack.txt","r") if testfile ~= nil then testfile:close() return { type = "modpack", path = path } end testfile = io.open(path .. DIR_DELIM .. "game.conf","r") if testfile ~= nil then testfile:close() return { type = "game", path = path } end testfile = io.open(path .. DIR_DELIM .. "texture_pack.conf","r") if testfile ~= nil then testfile:close() return { type = "txp", path = path } end return nil end ------------------------------------------------------------------------------- function pkgmgr.get_base_folder(temppath) if temppath == nil then return { type = "invalid", path = "" } end local ret = pkgmgr.get_folder_type(temppath) if ret then return ret end local subdirs = core.get_dir_list(temppath, true) if #subdirs == 1 then ret = pkgmgr.get_folder_type(temppath .. DIR_DELIM .. subdirs[1]) if ret then return ret else return { type = "invalid", path = temppath .. DIR_DELIM .. subdirs[1] } end end return nil end -------------------------------------------------------------------------------- function pkgmgr.isValidModname(modpath) if modpath:find("-") ~= nil then return false end return true end -------------------------------------------------------------------------------- function pkgmgr.parse_register_line(line) local pos1 = line:find("\"") local pos2 = nil if pos1 ~= nil then pos2 = line:find("\"",pos1+1) end if pos1 ~= nil and pos2 ~= nil then local item = line:sub(pos1+1,pos2-1) if item ~= nil and item ~= "" then local pos3 = item:find(":") if pos3 ~= nil then local retval = item:sub(1,pos3-1) if retval ~= nil and retval ~= "" then return retval end end end end return nil end -------------------------------------------------------------------------------- function pkgmgr.parse_dofile_line(modpath,line) local pos1 = line:find("\"") local pos2 = nil if pos1 ~= nil then pos2 = line:find("\"",pos1+1) end if pos1 ~= nil and pos2 ~= nil then local filename = line:sub(pos1+1,pos2-1) if filename ~= nil and filename ~= "" and filename:find(".lua") then return pkgmgr.identify_modname(modpath,filename) end end return nil end -------------------------------------------------------------------------------- function pkgmgr.identify_modname(modpath,filename) local testfile = io.open(modpath .. DIR_DELIM .. filename,"r") if testfile ~= nil then local line = testfile:read() while line~= nil do local modname = nil if line:find("minetest.register_tool") then modname = pkgmgr.parse_register_line(line) end if line:find("minetest.register_craftitem") then modname = pkgmgr.parse_register_line(line) end if line:find("minetest.register_node") then modname = pkgmgr.parse_register_line(line) end if line:find("dofile") then modname = pkgmgr.parse_dofile_line(modpath,line) end if modname ~= nil then testfile:close() return modname end line = testfile:read() end testfile:close() end return nil end -------------------------------------------------------------------------------- function pkgmgr.render_packagelist(render_list) local retval = "" if render_list == nil then if pkgmgr.global_mods == nil then pkgmgr.refresh_globals() end render_list = pkgmgr.global_mods end local list = render_list:get_list() local last_modpack = nil local retval = {} for i, v in ipairs(list) do local color = "" if v.is_modpack then local rawlist = render_list:get_raw_list() color = mt_color_dark_green for j = 1, #rawlist, 1 do if rawlist[j].modpack == list[i].name and not rawlist[j].enabled then -- Modpack not entirely enabled so showing as grey color = mt_color_grey break end end elseif v.is_game_content or v.type == "game" then color = mt_color_blue elseif v.enabled or v.type == "txp" then color = mt_color_green end retval[#retval + 1] = color if v.modpack ~= nil or v.loc == "game" then retval[#retval + 1] = "1" else retval[#retval + 1] = "0" end retval[#retval + 1] = core.formspec_escape(v.list_name or v.name) end return table.concat(retval, ",") end -------------------------------------------------------------------------------- function pkgmgr.get_dependencies(path) if path == nil then return {}, {} end local info = core.get_content_info(path) return info.depends or {}, info.optional_depends or {} end ----------- tests whether all of the mods in the modpack are enabled ----------- function pkgmgr.is_modpack_entirely_enabled(data, name) local rawlist = data.list:get_raw_list() for j = 1, #rawlist do if rawlist[j].modpack == name and not rawlist[j].enabled then return false end end return true end ---------- toggles or en/disables a mod or modpack ----------------------------- function pkgmgr.enable_mod(this, toset) local mod = this.data.list:get_list()[this.data.selected_mod] -- game mods can't be enabled or disabled if mod.is_game_content then return end -- toggle or en/disable the mod if not mod.is_modpack then if toset == nil then mod.enabled = not mod.enabled else mod.enabled = toset end return end -- toggle or en/disable every mod in the modpack, interleaved unsupported local list = this.data.list:get_raw_list() for i = 1, #list do if list[i].modpack == mod.name then if toset == nil then toset = not list[i].enabled end list[i].enabled = toset end end end -------------------------------------------------------------------------------- function pkgmgr.get_worldconfig(worldpath) local filename = worldpath .. DIR_DELIM .. "world.mt" local worldfile = Settings(filename) local worldconfig = {} worldconfig.global_mods = {} worldconfig.game_mods = {} for key,value in pairs(worldfile:to_table()) do if key == "gameid" then worldconfig.id = value elseif key:sub(0, 9) == "load_mod_" then -- Compatibility: Check against "nil" which was erroneously used -- as value for fresh configured worlds worldconfig.global_mods[key] = value ~= "false" and value ~= "nil" and value else worldconfig[key] = value end end --read gamemods local gamespec = pkgmgr.find_by_gameid(worldconfig.id) pkgmgr.get_game_mods(gamespec, worldconfig.game_mods) return worldconfig end -------------------------------------------------------------------------------- function pkgmgr.install_dir(type, path, basename, targetpath) local basefolder = pkgmgr.get_base_folder(path) -- There's no good way to detect a texture pack, so let's just assume -- it's correct for now. if type == "txp" then if basefolder and basefolder.type ~= "invalid" and basefolder.type ~= "txp" then return nil, fgettext("Unable to install a $1 as a texture pack", basefolder.type) end local from = basefolder and basefolder.path or path if targetpath then core.delete_dir(targetpath) core.create_dir(targetpath) else targetpath = core.get_texturepath() .. DIR_DELIM .. basename end if not core.copy_dir(from, targetpath) then return nil, fgettext("Failed to install $1 to $2", basename, targetpath) end return targetpath, nil elseif not basefolder then return nil, fgettext("Unable to find a valid mod or modpack") end -- -- Get destination -- if basefolder.type == "modpack" then if type ~= "mod" then return nil, fgettext("Unable to install a modpack as a $1", type) end -- Get destination name for modpack if targetpath then core.delete_dir(targetpath) core.create_dir(targetpath) else local clean_path = nil if basename ~= nil then clean_path = basename end if not clean_path then clean_path = get_last_folder(cleanup_path(basefolder.path)) end if clean_path then targetpath = core.get_modpath() .. DIR_DELIM .. clean_path else return nil, fgettext("Install Mod: Unable to find suitable folder name for modpack $1", modfilename) end end elseif basefolder.type == "mod" then if type ~= "mod" then return nil, fgettext("Unable to install a mod as a $1", type) end if targetpath then core.delete_dir(targetpath) core.create_dir(targetpath) else local targetfolder = basename if targetfolder == nil then targetfolder = pkgmgr.identify_modname(basefolder.path, "init.lua") end -- If heuristic failed try to use current foldername if targetfolder == nil then targetfolder = get_last_folder(basefolder.path) end if targetfolder ~= nil and pkgmgr.isValidModname(targetfolder) then targetpath = core.get_modpath() .. DIR_DELIM .. targetfolder else return nil, fgettext("Install Mod: Unable to find real mod name for: $1", modfilename) end end elseif basefolder.type == "game" then if type ~= "game" then return nil, fgettext("Unable to install a game as a $1", type) end if targetpath then core.delete_dir(targetpath) core.create_dir(targetpath) else targetpath = core.get_gamepath() .. DIR_DELIM .. basename end end -- Copy it if not core.copy_dir(basefolder.path, targetpath) then return nil, fgettext("Failed to install $1 to $2", basename, targetpath) end if basefolder.type == "game" then pkgmgr.update_gamelist() else pkgmgr.refresh_globals() end return targetpath, nil end -------------------------------------------------------------------------------- function pkgmgr.install(type, modfilename, basename, dest) local archive_info = pkgmgr.identify_filetype(modfilename) local path = pkgmgr.extract(archive_info) if path == nil then return nil, fgettext("Install: file: \"$1\"", archive_info.name) .. "\n" .. fgettext("Install: Unsupported file type \"$1\" or broken archive", archive_info.type) end local targetpath, msg = pkgmgr.install_dir(type, path, basename, dest) core.delete_dir(path) return targetpath, msg end -------------------------------------------------------------------------------- function pkgmgr.preparemodlist(data) local retval = {} local global_mods = {} local game_mods = {} --read global mods local modpath = core.get_modpath() if modpath ~= nil and modpath ~= "" then get_mods(modpath,global_mods) end for i=1,#global_mods,1 do global_mods[i].type = "mod" global_mods[i].loc = "global" retval[#retval + 1] = global_mods[i] end --read game mods local gamespec = pkgmgr.find_by_gameid(data.gameid) pkgmgr.get_game_mods(gamespec, game_mods) if #game_mods > 0 then -- Add title retval[#retval + 1] = { type = "game", is_game_content = true, name = fgettext("$1 mods", gamespec.name), path = gamespec.path } end for i=1,#game_mods,1 do game_mods[i].type = "mod" game_mods[i].loc = "game" game_mods[i].is_game_content = true retval[#retval + 1] = game_mods[i] end if data.worldpath == nil then return retval end --read world mod configuration local filename = data.worldpath .. DIR_DELIM .. "world.mt" local worldfile = Settings(filename) for key,value in pairs(worldfile:to_table()) do if key:sub(1, 9) == "load_mod_" then key = key:sub(10) local element = nil for i=1,#retval,1 do if retval[i].name == key and not retval[i].is_modpack then element = retval[i] break end end if element ~= nil then element.enabled = value ~= "false" and value ~= "nil" and value else core.log("info", "Mod: " .. key .. " " .. dump(value) .. " but not found") end end end return retval end function pkgmgr.compare_package(a, b) return a and b and a.name == b.name and a.path == b.path end -------------------------------------------------------------------------------- function pkgmgr.comparemod(elem1,elem2) if elem1 == nil or elem2 == nil then return false end if elem1.name ~= elem2.name then return false end if elem1.is_modpack ~= elem2.is_modpack then return false end if elem1.type ~= elem2.type then return false end if elem1.modpack ~= elem2.modpack then return false end if elem1.path ~= elem2.path then return false end return true end -------------------------------------------------------------------------------- function pkgmgr.mod_exists(basename) if pkgmgr.global_mods == nil then pkgmgr.refresh_globals() end if pkgmgr.global_mods:raw_index_by_uid(basename) > 0 then return true end return false end -------------------------------------------------------------------------------- function pkgmgr.get_global_mod(idx) if pkgmgr.global_mods == nil then return nil end if idx == nil or idx < 1 or idx > pkgmgr.global_mods:size() then return nil end return pkgmgr.global_mods:get_list()[idx] end -------------------------------------------------------------------------------- function pkgmgr.refresh_globals() local function is_equal(element,uid) --uid match if element.name == uid then return true end end pkgmgr.global_mods = filterlist.create(pkgmgr.preparemodlist, pkgmgr.comparemod, is_equal, nil, {}) pkgmgr.global_mods:add_sort_mechanism("alphabetic", sort_mod_list) pkgmgr.global_mods:set_sortmode("alphabetic") end -------------------------------------------------------------------------------- function pkgmgr.identify_filetype(name) if name:sub(-3):lower() == "zip" then return { name = name, type = "zip" } end if name:sub(-6):lower() == "tar.gz" or name:sub(-3):lower() == "tgz"then return { name = name, type = "tgz" } end if name:sub(-6):lower() == "tar.bz2" then return { name = name, type = "tbz" } end if name:sub(-2):lower() == "7z" then return { name = name, type = "7z" } end return { name = name, type = "ukn" } end -------------------------------------------------------------------------------- function pkgmgr.find_by_gameid(gameid) for i=1,#pkgmgr.games,1 do if pkgmgr.games[i].id == gameid then return pkgmgr.games[i], i end end return nil, nil end -------------------------------------------------------------------------------- function pkgmgr.get_game_mods(gamespec, retval) if gamespec ~= nil and gamespec.gamemods_path ~= nil and gamespec.gamemods_path ~= "" then get_mods(gamespec.gamemods_path, retval) end end -------------------------------------------------------------------------------- function pkgmgr.get_game_modlist(gamespec) local retval = "" local game_mods = {} pkgmgr.get_game_mods(gamespec, game_mods) for i=1,#game_mods,1 do if retval ~= "" then retval = retval.."," end retval = retval .. game_mods[i].name end return retval end -------------------------------------------------------------------------------- function pkgmgr.get_game(index) if index > 0 and index <= #pkgmgr.games then return pkgmgr.games[index] end return nil end -------------------------------------------------------------------------------- function pkgmgr.update_gamelist() pkgmgr.games = core.get_games() end -------------------------------------------------------------------------------- function pkgmgr.gamelist() local retval = "" if #pkgmgr.games > 0 then retval = retval .. core.formspec_escape(pkgmgr.games[1].name) for i=2,#pkgmgr.games,1 do retval = retval .. "," .. core.formspec_escape(pkgmgr.games[i].name) end end return retval end -------------------------------------------------------------------------------- -- read initial data -------------------------------------------------------------------------------- pkgmgr.update_gamelist()
pgimeno/minetest
builtin/mainmenu/pkgmgr.lua
Lua
mit
19,508
--Minetest --Copyright (C) 2014 sapier --Copyright (C) 2018 rubenwardy <rw@rubenwardy.com> -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local packages_raw local packages -------------------------------------------------------------------------------- local function get_formspec(tabview, name, tabdata) if pkgmgr.global_mods == nil then pkgmgr.refresh_globals() end if pkgmgr.games == nil then pkgmgr.update_gamelist() end if packages == nil then packages_raw = {} table.insert_all(packages_raw, pkgmgr.games) table.insert_all(packages_raw, pkgmgr.get_texture_packs()) table.insert_all(packages_raw, pkgmgr.global_mods:get_list()) local function get_data() return packages_raw end local function is_equal(element, uid) --uid match return (element.type == "game" and element.id == uid) or element.name == uid end packages = filterlist.create(get_data, pkgmgr.compare_package, is_equal, nil, {}) end if tabdata.selected_pkg == nil then tabdata.selected_pkg = 1 end local retval = "label[0.05,-0.25;".. fgettext("Installed Packages:") .. "]" .. "tablecolumns[color;tree;text]" .. "table[0,0.25;5.1,4.3;pkglist;" .. pkgmgr.render_packagelist(packages) .. ";" .. tabdata.selected_pkg .. "]" .. "button[0,4.85;5.25,0.5;btn_contentdb;".. fgettext("Browse online content") .. "]" local selected_pkg if filterlist.size(packages) >= tabdata.selected_pkg then selected_pkg = packages:get_list()[tabdata.selected_pkg] end if selected_pkg ~= nil then --check for screenshot beeing available local screenshotfilename = selected_pkg.path .. DIR_DELIM .. "screenshot.png" local screenshotfile, error = io.open(screenshotfilename, "r") local modscreenshot if error == nil then screenshotfile:close() modscreenshot = screenshotfilename end if modscreenshot == nil then modscreenshot = defaulttexturedir .. "no_screenshot.png" end local info = core.get_content_info(selected_pkg.path) local desc = fgettext("No package description available") if info.description and info.description:trim() ~= "" then desc = info.description end retval = retval .. "image[5.5,0;3,2;" .. core.formspec_escape(modscreenshot) .. "]" .. "label[8.25,0.6;" .. core.formspec_escape(selected_pkg.name) .. "]" .. "box[5.5,2.2;6.15,2.35;#000]" if selected_pkg.type == "mod" then if selected_pkg.is_modpack then retval = retval .. "button[8.65,4.65;3.25,1;btn_mod_mgr_rename_modpack;" .. fgettext("Rename") .. "]" else --show dependencies desc = desc .. "\n\n" local toadd_hard = table.concat(info.depends or {}, "\n") local toadd_soft = table.concat(info.optional_depends or {}, "\n") if toadd_hard == "" and toadd_soft == "" then desc = desc .. fgettext("No dependencies.") else if toadd_hard ~= "" then desc = desc ..fgettext("Dependencies:") .. "\n" .. toadd_hard end if toadd_soft ~= "" then if toadd_hard ~= "" then desc = desc .. "\n\n" end desc = desc .. fgettext("Optional dependencies:") .. "\n" .. toadd_soft end end end else if selected_pkg.type == "txp" then if selected_pkg.enabled then retval = retval .. "button[8.65,4.65;3.25,1;btn_mod_mgr_disable_txp;" .. fgettext("Disable Texture Pack") .. "]" else retval = retval .. "button[8.65,4.65;3.25,1;btn_mod_mgr_use_txp;" .. fgettext("Use Texture Pack") .. "]" end end end retval = retval .. "textarea[5.85,2.2;6.35,2.9;;" .. fgettext("Information:") .. ";" .. desc .. "]" if core.may_modify_path(selected_pkg.path) then retval = retval .. "button[5.5,4.65;3.25,1;btn_mod_mgr_delete_mod;" .. fgettext("Uninstall Package") .. "]" end end return retval end -------------------------------------------------------------------------------- local function handle_buttons(tabview, fields, tabname, tabdata) if fields["pkglist"] ~= nil then local event = core.explode_table_event(fields["pkglist"]) tabdata.selected_pkg = event.row return true end if fields["btn_mod_mgr_install_local"] ~= nil then core.show_file_open_dialog("mod_mgt_open_dlg", fgettext("Select Package File:")) return true end if fields["btn_contentdb"] ~= nil then local dlg = create_store_dlg() dlg:set_parent(tabview) tabview:hide() dlg:show() packages = nil return true end if fields["btn_mod_mgr_rename_modpack"] ~= nil then local mod = packages:get_list()[tabdata.selected_pkg] local dlg_renamemp = create_rename_modpack_dlg(mod) dlg_renamemp:set_parent(tabview) tabview:hide() dlg_renamemp:show() packages = nil return true end if fields["btn_mod_mgr_delete_mod"] ~= nil then local mod = packages:get_list()[tabdata.selected_pkg] local dlg_delmod = create_delete_content_dlg(mod) dlg_delmod:set_parent(tabview) tabview:hide() dlg_delmod:show() packages = nil return true end if fields.btn_mod_mgr_use_txp then local txp = packages:get_list()[tabdata.selected_pkg] core.settings:set("texture_path", txp.path) packages = nil return true end if fields.btn_mod_mgr_disable_txp then core.settings:set("texture_path", "") packages = nil return true end if fields["mod_mgt_open_dlg_accepted"] and fields["mod_mgt_open_dlg_accepted"] ~= "" then pkgmgr.install_mod(fields["mod_mgt_open_dlg_accepted"],nil) return true end return false end -------------------------------------------------------------------------------- return { name = "content", caption = fgettext("Content"), cbf_formspec = get_formspec, cbf_button_handler = handle_buttons, on_change = pkgmgr.update_gamelist }
pgimeno/minetest
builtin/mainmenu/tab_content.lua
Lua
mit
6,387
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local core_developers = { "Perttu Ahola (celeron55) <celeron55@gmail.com>", "sfan5 <sfan5@live.de>", "ShadowNinja <shadowninja@minetest.net>", "Nathanaël Courant (Nore/Ekdohibs) <nore@mesecons.net>", "Loic Blot (nerzhul/nrz) <loic.blot@unix-experience.fr>", "paramat", "Auke Kok (sofar) <sofar@foo-projects.org>", "rubenwardy <rw@rubenwardy.com>", "Krock/SmallJoker <mk939@ymail.com>", "Lars Hofhansl <larsh@apache.org>", } local active_contributors = { "numberZero [Audiovisuals: meshgen]", "stujones11 [Android UX improvements]", "red-001 <red-001@outlook.ie> [CSM & Menu fixes]", "Paul Ouellette (pauloue) [Docs, fixes]", "Dániel Juhász (juhdanad) <juhdanad@gmail.com> [Audiovisuals: lighting]", "Hybrid Dog [API]", "srifqi [Android]", "Vincent Glize (Dumbeldor) [Cleanups, CSM APIs]", "Ben Deutsch [Rendering, Fixes, SQLite auth]", "Wuzzy [Translation, Slippery]", "ANAND (ClobberXD) [Docs, Fixes]", "Shara/Ezhh [Docs, Game API]", "DTA7 [Fixes, mute key]", "Thomas-S [Disconnected, Formspecs]", "Raymoo [Tool Capabilities]", "Elijah Duffy (octacian) [Mainmenu]", "noob3167 [Fixes]", "adelcoding1 [Formspecs]", "adrido [Windows Installer, Formspecs]", "Rui [Sound Pitch]", "Jean-Patrick G (kilbith) <jeanpatrick.guerrero@gmail.com> [Audiovisuals]", "Esteban (EXio4) [Cleanups]", "Vaughan Lapsley (vlapsley) [Carpathian mapgen]", "CoderForTheBetter [Add set_rotation]", "Quentin Bazin (Unarelith) [Cleanups]", "Maksim (MoNTE48) [Android]", "Gaël-de-Sailly [Mapgen, pitch fly]", "zeuner [Docs, Fixes]", "ThomasMonroe314 (tre) [Fixes]", "Rob Blanckaert (basicer) [Fixes]", "Jozef Behran (osjc) [Fixes]", "random-geek [Fixes]", "Pedro Gimeno (pgimeno) [Fixes]", "lisacvuk [Fixes]", } local previous_core_developers = { "BlockMen", "Maciej Kasatkin (RealBadAngel) [RIP]", "Lisa Milne (darkrose) <lisa@ltmnet.com>", "proller", "Ilya Zhuravlev (xyz) <xyz@minetest.net>", "PilzAdam <pilzadam@minetest.net>", "est31 <MTest31@outlook.com>", "kahrl <kahrl@gmx.net>", "Ryan Kwolek (kwolekr) <kwolekr@minetest.net>", "sapier", "Zeno", } local previous_contributors = { "Gregory Currie (gregorycu) [optimisation]", "Diego Martínez (kaeza) <kaeza@users.sf.net>", "T4im [Profiler]", "TeTpaAka [Hand overriding, nametag colors]", "Duane Robertson <duane@duanerobertson.com> [MGValleys]", "neoascetic [OS X Fixes]", "TriBlade9 <triblade9@mail.com> [Audiovisuals]", "Jurgen Doser (doserj) <jurgen.doser@gmail.com> [Fixes]", "MirceaKitsune <mirceakitsune@gmail.com> [Audiovisuals]", "Guiseppe Bilotta (Oblomov) <guiseppe.bilotta@gmail.com> [Fixes]", "matttpt <matttpt@gmail.com> [Fixes]", "Nils Dagsson Moskopp (erlehmann) <nils@dieweltistgarnichtso.net> [Minetest Logo]", "Jeija <jeija@mesecons.net> [HTTP, particles]", "bigfoot547 [CSM]", "Rogier <rogier777@gmail.com> [Fixes]", } local function buildCreditList(source) local ret = {} for i = 1, #source do ret[i] = core.formspec_escape(source[i]) end return table.concat(ret, ",,") end return { name = "credits", caption = fgettext("Credits"), cbf_formspec = function(tabview, name, tabdata) local logofile = defaulttexturedir .. "logo.png" local version = core.get_version() return "image[0.5,1;" .. core.formspec_escape(logofile) .. "]" .. "label[0.5,3.2;" .. version.project .. " " .. version.string .. "]" .. "label[0.5,3.5;http://minetest.net]" .. "tablecolumns[color;text]" .. "tableoptions[background=#00000000;highlight=#00000000;border=false]" .. "table[3.5,-0.25;8.5,6.05;list_credits;" .. "#FFFF00," .. fgettext("Core Developers") .. ",," .. buildCreditList(core_developers) .. ",,," .. "#FFFF00," .. fgettext("Active Contributors") .. ",," .. buildCreditList(active_contributors) .. ",,," .. "#FFFF00," .. fgettext("Previous Core Developers") ..",," .. buildCreditList(previous_core_developers) .. ",,," .. "#FFFF00," .. fgettext("Previous Contributors") .. ",," .. buildCreditList(previous_contributors) .. "," .. ";1]" end }
pgimeno/minetest
builtin/mainmenu/tab_credits.lua
Lua
mit
4,867
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local enable_gamebar = PLATFORM ~= "Android" local current_game, singleplayer_refresh_gamebar if enable_gamebar then function current_game() local last_game_id = core.settings:get("menu_last_game") local game, index = pkgmgr.find_by_gameid(last_game_id) return game end function singleplayer_refresh_gamebar() local old_bar = ui.find_by_name("game_button_bar") if old_bar ~= nil then old_bar:delete() end local function game_buttonbar_button_handler(fields) for key,value in pairs(fields) do for j=1,#pkgmgr.games,1 do if ("game_btnbar_" .. pkgmgr.games[j].id == key) then mm_texture.update("singleplayer", pkgmgr.games[j]) core.set_topleft_text(pkgmgr.games[j].name) core.settings:set("menu_last_game",pkgmgr.games[j].id) menudata.worldlist:set_filtercriteria(pkgmgr.games[j].id) local index = filterlist.get_current_index(menudata.worldlist, tonumber(core.settings:get("mainmenu_last_selected_world"))) if not index or index < 1 then local selected = core.get_textlist_index("sp_worlds") if selected ~= nil and selected < #menudata.worldlist:get_list() then index = selected else index = #menudata.worldlist:get_list() end end menu_worldmt_legacy(index) return true end end end end local btnbar = buttonbar_create("game_button_bar", game_buttonbar_button_handler, {x=-0.3,y=5.9}, "horizontal", {x=12.4,y=1.15}) for i=1,#pkgmgr.games,1 do local btn_name = "game_btnbar_" .. pkgmgr.games[i].id local image = nil local text = nil local tooltip = core.formspec_escape(pkgmgr.games[i].name) if pkgmgr.games[i].menuicon_path ~= nil and pkgmgr.games[i].menuicon_path ~= "" then image = core.formspec_escape(pkgmgr.games[i].menuicon_path) else local part1 = pkgmgr.games[i].id:sub(1,5) local part2 = pkgmgr.games[i].id:sub(6,10) local part3 = pkgmgr.games[i].id:sub(11) text = part1 .. "\n" .. part2 if part3 ~= nil and part3 ~= "" then text = text .. "\n" .. part3 end end btnbar:add_button(btn_name, text, image, tooltip) end end else function current_game() return nil end end local function get_formspec(tabview, name, tabdata) local retval = "" local index = filterlist.get_current_index(menudata.worldlist, tonumber(core.settings:get("mainmenu_last_selected_world")) ) retval = retval .. "button[4,3.95;2.6,1;world_delete;".. fgettext("Delete") .. "]" .. "button[6.5,3.95;2.8,1;world_configure;".. fgettext("Configure") .. "]" .. "button[9.2,3.95;2.5,1;world_create;".. fgettext("New") .. "]" .. "label[4,-0.25;".. fgettext("Select World:") .. "]".. "checkbox[0.25,0.25;cb_creative_mode;".. fgettext("Creative Mode") .. ";" .. dump(core.settings:get_bool("creative_mode")) .. "]".. "checkbox[0.25,0.7;cb_enable_damage;".. fgettext("Enable Damage") .. ";" .. dump(core.settings:get_bool("enable_damage")) .. "]".. "checkbox[0.25,1.15;cb_server;".. fgettext("Host Server") ..";" .. dump(core.settings:get_bool("enable_server")) .. "]" .. "textlist[4,0.25;7.5,3.7;sp_worlds;" .. menu_render_worldlist() .. ";" .. index .. "]" if core.settings:get_bool("enable_server") then retval = retval .. "button[8.5,4.8;3.2,1;play;".. fgettext("Host Game") .. "]" .. "checkbox[0.25,1.6;cb_server_announce;" .. fgettext("Announce Server") .. ";" .. dump(core.settings:get_bool("server_announce")) .. "]" .. "label[0.25,2.2;" .. fgettext("Name/Password") .. "]" .. "field[0.55,3.2;3.5,0.5;te_playername;;" .. core.formspec_escape(core.settings:get("name")) .. "]" .. "pwdfield[0.55,4;3.5,0.5;te_passwd;]" local bind_addr = core.settings:get("bind_address") if bind_addr ~= nil and bind_addr ~= "" then retval = retval .. "field[0.55,5.2;2.25,0.5;te_serveraddr;" .. fgettext("Bind Address") .. ";" .. core.formspec_escape(core.settings:get("bind_address")) .. "]" .. "field[2.8,5.2;1.25,0.5;te_serverport;" .. fgettext("Port") .. ";" .. core.formspec_escape(core.settings:get("port")) .. "]" else retval = retval .. "field[0.55,5.2;3.5,0.5;te_serverport;" .. fgettext("Server Port") .. ";" .. core.formspec_escape(core.settings:get("port")) .. "]" end else retval = retval .. "button[8.5,4.8;3.2,1;play;".. fgettext("Play Game") .. "]" end return retval end local function main_button_handler(this, fields, name, tabdata) assert(name == "local") local world_doubleclick = false if fields["sp_worlds"] ~= nil then local event = core.explode_textlist_event(fields["sp_worlds"]) local selected = core.get_textlist_index("sp_worlds") menu_worldmt_legacy(selected) if event.type == "DCL" then world_doubleclick = true end if event.type == "CHG" and selected ~= nil then core.settings:set("mainmenu_last_selected_world", menudata.worldlist:get_raw_index(selected)) return true end end if menu_handle_key_up_down(fields,"sp_worlds","mainmenu_last_selected_world") then return true end if fields["cb_creative_mode"] then core.settings:set("creative_mode", fields["cb_creative_mode"]) local selected = core.get_textlist_index("sp_worlds") menu_worldmt(selected, "creative_mode", fields["cb_creative_mode"]) return true end if fields["cb_enable_damage"] then core.settings:set("enable_damage", fields["cb_enable_damage"]) local selected = core.get_textlist_index("sp_worlds") menu_worldmt(selected, "enable_damage", fields["cb_enable_damage"]) return true end if fields["cb_server"] then core.settings:set("enable_server", fields["cb_server"]) return true end if fields["cb_server_announce"] then core.settings:set("server_announce", fields["cb_server_announce"]) local selected = core.get_textlist_index("srv_worlds") menu_worldmt(selected, "server_announce", fields["cb_server_announce"]) return true end if fields["play"] ~= nil or world_doubleclick or fields["key_enter"] then local selected = core.get_textlist_index("sp_worlds") gamedata.selected_world = menudata.worldlist:get_raw_index(selected) if core.settings:get_bool("enable_server") then if selected ~= nil and gamedata.selected_world ~= 0 then gamedata.playername = fields["te_playername"] gamedata.password = fields["te_passwd"] gamedata.port = fields["te_serverport"] gamedata.address = "" core.settings:set("port",gamedata.port) if fields["te_serveraddr"] ~= nil then core.settings:set("bind_address",fields["te_serveraddr"]) end --update last game local world = menudata.worldlist:get_raw_element(gamedata.selected_world) if world then local game, index = pkgmgr.find_by_gameid(world.gameid) core.settings:set("menu_last_game", game.id) end core.start() else gamedata.errormessage = fgettext("No world created or selected!") end else if selected ~= nil and gamedata.selected_world ~= 0 then gamedata.singleplayer = true core.start() else gamedata.errormessage = fgettext("No world created or selected!") end return true end end if fields["world_create"] ~= nil then local create_world_dlg = create_create_world_dlg(true) create_world_dlg:set_parent(this) this:hide() create_world_dlg:show() mm_texture.update("singleplayer", current_game()) return true end if fields["world_delete"] ~= nil then local selected = core.get_textlist_index("sp_worlds") if selected ~= nil and selected <= menudata.worldlist:size() then local world = menudata.worldlist:get_list()[selected] if world ~= nil and world.name ~= nil and world.name ~= "" then local index = menudata.worldlist:get_raw_index(selected) local delete_world_dlg = create_delete_world_dlg(world.name,index) delete_world_dlg:set_parent(this) this:hide() delete_world_dlg:show() mm_texture.update("singleplayer",current_game()) end end return true end if fields["world_configure"] ~= nil then local selected = core.get_textlist_index("sp_worlds") if selected ~= nil then local configdialog = create_configure_world_dlg( menudata.worldlist:get_raw_index(selected)) if (configdialog ~= nil) then configdialog:set_parent(this) this:hide() configdialog:show() mm_texture.update("singleplayer",current_game()) end end return true end end local on_change if enable_gamebar then function on_change(type, old_tab, new_tab) if (type == "ENTER") then local game = current_game() if game then menudata.worldlist:set_filtercriteria(game.id) core.set_topleft_text(game.name) mm_texture.update("singleplayer",game) end singleplayer_refresh_gamebar() ui.find_by_name("game_button_bar"):show() else menudata.worldlist:set_filtercriteria(nil) local gamebar = ui.find_by_name("game_button_bar") if gamebar then gamebar:hide() end core.set_topleft_text("") mm_texture.update(new_tab,nil) end end end -------------------------------------------------------------------------------- return { name = "local", caption = fgettext("Start Game"), cbf_formspec = get_formspec, cbf_button_handler = main_button_handler, on_change = on_change }
pgimeno/minetest
builtin/mainmenu/tab_local.lua
Lua
mit
10,068
--Minetest --Copyright (C) 2014 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local function get_formspec(tabview, name, tabdata) -- Update the cached supported proto info, -- it may have changed after a change by the settings menu. common_update_cached_supp_proto() local fav_selected = nil if menudata.search_result then fav_selected = menudata.search_result[tabdata.fav_selected] else fav_selected = menudata.favorites[tabdata.fav_selected] end if not tabdata.search_for then tabdata.search_for = "" end local retval = -- Search "field[0.15,0.075;5.91,1;te_search;;" .. core.formspec_escape(tabdata.search_for) .. "]" .. "button[5.62,-0.25;1.5,1;btn_mp_search;" .. fgettext("Search") .. "]" .. "image_button[6.97,-.165;.83,.83;" .. core.formspec_escape(defaulttexturedir .. "refresh.png") .. ";btn_mp_refresh;]" .. -- Address / Port "label[7.75,-0.25;" .. fgettext("Address / Port") .. "]" .. "field[8,0.65;3.25,0.5;te_address;;" .. core.formspec_escape(core.settings:get("address")) .. "]" .. "field[11.1,0.65;1.4,0.5;te_port;;" .. core.formspec_escape(core.settings:get("remote_port")) .. "]" .. -- Name / Password "label[7.75,0.95;" .. fgettext("Name / Password") .. "]" .. "field[8,1.85;2.9,0.5;te_name;;" .. core.formspec_escape(core.settings:get("name")) .. "]" .. "pwdfield[10.73,1.85;1.77,0.5;te_pwd;]" .. -- Description Background "box[7.73,2.25;4.25,2.6;#999999]".. -- Connect "button[9.88,4.9;2.3,1;btn_mp_connect;" .. fgettext("Connect") .. "]" if tabdata.fav_selected and fav_selected then if gamedata.fav then retval = retval .. "button[7.73,4.9;2.3,1;btn_delete_favorite;" .. fgettext("Del. Favorite") .. "]" end if fav_selected.description then retval = retval .. "textarea[8.1,2.3;4.23,2.9;;;" .. core.formspec_escape((gamedata.serverdescription or ""), true) .. "]" end end --favourites retval = retval .. "tablecolumns[" .. image_column(fgettext("Favorite"), "favorite") .. ";" .. image_column(fgettext("Ping")) .. ",padding=0.25;" .. "color,span=3;" .. "text,align=right;" .. -- clients "text,align=center,padding=0.25;" .. -- "/" "text,align=right,padding=0.25;" .. -- clients_max image_column(fgettext("Creative mode"), "creative") .. ",padding=1;" .. image_column(fgettext("Damage enabled"), "damage") .. ",padding=0.25;" .. image_column(fgettext("PvP enabled"), "pvp") .. ",padding=0.25;" .. "color,span=1;" .. "text,padding=1]" .. "table[-0.15,0.6;7.75,5.15;favourites;" if menudata.search_result then for i = 1, #menudata.search_result do local favs = core.get_favorites("local") local server = menudata.search_result[i] for fav_id = 1, #favs do if server.address == favs[fav_id].address and server.port == favs[fav_id].port then server.is_favorite = true end end if i ~= 1 then retval = retval .. "," end retval = retval .. render_serverlist_row(server, server.is_favorite) end elseif #menudata.favorites > 0 then local favs = core.get_favorites("local") if #favs > 0 then for i = 1, #favs do for j = 1, #menudata.favorites do if menudata.favorites[j].address == favs[i].address and menudata.favorites[j].port == favs[i].port then table.insert(menudata.favorites, i, table.remove(menudata.favorites, j)) end end if favs[i].address ~= menudata.favorites[i].address then table.insert(menudata.favorites, i, favs[i]) end end end retval = retval .. render_serverlist_row(menudata.favorites[1], (#favs > 0)) for i = 2, #menudata.favorites do retval = retval .. "," .. render_serverlist_row(menudata.favorites[i], (i <= #favs)) end end if tabdata.fav_selected then retval = retval .. ";" .. tabdata.fav_selected .. "]" else retval = retval .. ";0]" end return retval end -------------------------------------------------------------------------------- local function main_button_handler(tabview, fields, name, tabdata) local serverlist = menudata.search_result or menudata.favorites if fields.te_name then gamedata.playername = fields.te_name core.settings:set("name", fields.te_name) end if fields.favourites then local event = core.explode_table_event(fields.favourites) local fav = serverlist[event.row] if event.type == "DCL" then if event.row <= #serverlist then if menudata.favorites_is_public and not is_server_protocol_compat_or_error( fav.proto_min, fav.proto_max) then return true end gamedata.address = fav.address gamedata.port = fav.port gamedata.playername = fields.te_name gamedata.selected_world = 0 if fields.te_pwd then gamedata.password = fields.te_pwd end gamedata.servername = fav.name gamedata.serverdescription = fav.description if gamedata.address and gamedata.port then core.settings:set("address", gamedata.address) core.settings:set("remote_port", gamedata.port) core.start() end end return true end if event.type == "CHG" then if event.row <= #serverlist then gamedata.fav = false local favs = core.get_favorites("local") local address = fav.address local port = fav.port gamedata.serverdescription = fav.description for i = 1, #favs do if fav.address == favs[i].address and fav.port == favs[i].port then gamedata.fav = true end end if address and port then core.settings:set("address", address) core.settings:set("remote_port", port) end tabdata.fav_selected = event.row end return true end end if fields.key_up or fields.key_down then local fav_idx = core.get_table_index("favourites") local fav = serverlist[fav_idx] if fav_idx then if fields.key_up and fav_idx > 1 then fav_idx = fav_idx - 1 elseif fields.key_down and fav_idx < #menudata.favorites then fav_idx = fav_idx + 1 end else fav_idx = 1 end if not menudata.favorites or not fav then tabdata.fav_selected = 0 return true end local address = fav.address local port = fav.port gamedata.serverdescription = fav.description if address and port then core.settings:set("address", address) core.settings:set("remote_port", port) end tabdata.fav_selected = fav_idx return true end if fields.btn_delete_favorite then local current_favourite = core.get_table_index("favourites") if not current_favourite then return end core.delete_favorite(current_favourite) asyncOnlineFavourites() tabdata.fav_selected = nil core.settings:set("address", "") core.settings:set("remote_port", "30000") return true end if fields.btn_mp_search or fields.key_enter_field == "te_search" then tabdata.fav_selected = 1 local input = fields.te_search:lower() tabdata.search_for = fields.te_search if #menudata.favorites < 2 then return true end menudata.search_result = {} -- setup the keyword list local keywords = {} for word in input:gmatch("%S+") do word = word:gsub("(%W)", "%%%1") table.insert(keywords, word) end if #keywords == 0 then menudata.search_result = nil return true end -- Search the serverlist local search_result = {} for i = 1, #menudata.favorites do local server = menudata.favorites[i] local found = 0 for k = 1, #keywords do local keyword = keywords[k] if server.name then local name = server.name:lower() local _, count = name:gsub(keyword, keyword) found = found + count * 4 end if server.description then local desc = server.description:lower() local _, count = desc:gsub(keyword, keyword) found = found + count * 2 end end if found > 0 then local points = (#menudata.favorites - i) / 5 + found server.points = points table.insert(search_result, server) end end if #search_result > 0 then table.sort(search_result, function(a, b) return a.points > b.points end) menudata.search_result = search_result local first_server = search_result[1] core.settings:set("address", first_server.address) core.settings:set("remote_port", first_server.port) gamedata.serverdescription = first_server.description end return true end if fields.btn_mp_refresh then asyncOnlineFavourites() return true end if (fields.btn_mp_connect or fields.key_enter) and fields.te_address ~= "" and fields.te_port then gamedata.playername = fields.te_name gamedata.password = fields.te_pwd gamedata.address = fields.te_address gamedata.port = fields.te_port gamedata.selected_world = 0 local fav_idx = core.get_table_index("favourites") local fav = serverlist[fav_idx] if fav_idx and fav_idx <= #serverlist and fav.address == fields.te_address and fav.port == fields.te_port then gamedata.servername = fav.name gamedata.serverdescription = fav.description if menudata.favorites_is_public and not is_server_protocol_compat_or_error( fav.proto_min, fav.proto_max) then return true end else gamedata.servername = "" gamedata.serverdescription = "" end core.settings:set("address", fields.te_address) core.settings:set("remote_port", fields.te_port) core.start() return true end return false end local function on_change(type, old_tab, new_tab) if type == "LEAVE" then return end asyncOnlineFavourites() end -------------------------------------------------------------------------------- return { name = "online", caption = fgettext("Join Game"), cbf_formspec = get_formspec, cbf_button_handler = main_button_handler, on_change = on_change }
pgimeno/minetest
builtin/mainmenu/tab_online.lua
Lua
mit
10,468
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local labels = { leaves = { fgettext("Opaque Leaves"), fgettext("Simple Leaves"), fgettext("Fancy Leaves") }, node_highlighting = { fgettext("Node Outlining"), fgettext("Node Highlighting"), fgettext("None") }, filters = { fgettext("No Filter"), fgettext("Bilinear Filter"), fgettext("Trilinear Filter") }, mipmap = { fgettext("No Mipmap"), fgettext("Mipmap"), fgettext("Mipmap + Aniso. Filter") }, antialiasing = { fgettext("None"), fgettext("2x"), fgettext("4x"), fgettext("8x") } } local dd_options = { leaves = { table.concat(labels.leaves, ","), {"opaque", "simple", "fancy"} }, node_highlighting = { table.concat(labels.node_highlighting, ","), {"box", "halo", "none"} }, filters = { table.concat(labels.filters, ","), {"", "bilinear_filter", "trilinear_filter"} }, mipmap = { table.concat(labels.mipmap, ","), {"", "mip_map", "anisotropic_filter"} }, antialiasing = { table.concat(labels.antialiasing, ","), {"0", "2", "4", "8"} } } local getSettingIndex = { Leaves = function() local style = core.settings:get("leaves_style") for idx, name in pairs(dd_options.leaves[2]) do if style == name then return idx end end return 1 end, NodeHighlighting = function() local style = core.settings:get("node_highlighting") for idx, name in pairs(dd_options.node_highlighting[2]) do if style == name then return idx end end return 1 end, Filter = function() if core.settings:get(dd_options.filters[2][3]) == "true" then return 3 elseif core.settings:get(dd_options.filters[2][3]) == "false" and core.settings:get(dd_options.filters[2][2]) == "true" then return 2 end return 1 end, Mipmap = function() if core.settings:get(dd_options.mipmap[2][3]) == "true" then return 3 elseif core.settings:get(dd_options.mipmap[2][3]) == "false" and core.settings:get(dd_options.mipmap[2][2]) == "true" then return 2 end return 1 end, Antialiasing = function() local antialiasing_setting = core.settings:get("fsaa") for i = 1, #dd_options.antialiasing[2] do if antialiasing_setting == dd_options.antialiasing[2][i] then return i end end return 1 end } local function antialiasing_fname_to_name(fname) for i = 1, #labels.antialiasing do if fname == labels.antialiasing[i] then return dd_options.antialiasing[2][i] end end return 0 end local function dlg_confirm_reset_formspec(data) return "size[8,3]" .. "label[1,1;" .. fgettext("Are you sure to reset your singleplayer world?") .. "]" .. "button[1,2;2.6,0.5;dlg_reset_singleplayer_confirm;" .. fgettext("Yes") .. "]" .. "button[4,2;2.8,0.5;dlg_reset_singleplayer_cancel;" .. fgettext("No") .. "]" end local function dlg_confirm_reset_btnhandler(this, fields, dialogdata) if fields["dlg_reset_singleplayer_confirm"] ~= nil then local worldlist = core.get_worlds() local found_singleplayerworld = false for i = 1, #worldlist do if worldlist[i].name == "singleplayerworld" then found_singleplayerworld = true gamedata.worldindex = i end end if found_singleplayerworld then core.delete_world(gamedata.worldindex) end core.create_world("singleplayerworld", 1) worldlist = core.get_worlds() found_singleplayerworld = false for i = 1, #worldlist do if worldlist[i].name == "singleplayerworld" then found_singleplayerworld = true gamedata.worldindex = i end end end this.parent:show() this:hide() this:delete() return true end local function showconfirm_reset(tabview) local new_dlg = dialog_create("reset_spworld", dlg_confirm_reset_formspec, dlg_confirm_reset_btnhandler, nil) new_dlg:set_parent(tabview) tabview:hide() new_dlg:show() end local function formspec(tabview, name, tabdata) local tab_string = "box[0,0;3.75,4.5;#999999]" .. "checkbox[0.25,0;cb_smooth_lighting;" .. fgettext("Smooth Lighting") .. ";" .. dump(core.settings:get_bool("smooth_lighting")) .. "]" .. "checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";" .. dump(core.settings:get_bool("enable_particles")) .. "]" .. "checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";" .. dump(core.settings:get_bool("enable_3d_clouds")) .. "]" .. "checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";" .. dump(core.settings:get_bool("opaque_water")) .. "]" .. "checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";" .. dump(core.settings:get_bool("connected_glass")) .. "]" .. "dropdown[0.25,2.8;3.5;dd_node_highlighting;" .. dd_options.node_highlighting[1] .. ";" .. getSettingIndex.NodeHighlighting() .. "]" .. "dropdown[0.25,3.6;3.5;dd_leaves_style;" .. dd_options.leaves[1] .. ";" .. getSettingIndex.Leaves() .. "]" .. "box[4,0;3.75,4.5;#999999]" .. "label[4.25,0.1;" .. fgettext("Texturing:") .. "]" .. "dropdown[4.25,0.55;3.5;dd_filters;" .. dd_options.filters[1] .. ";" .. getSettingIndex.Filter() .. "]" .. "dropdown[4.25,1.35;3.5;dd_mipmap;" .. dd_options.mipmap[1] .. ";" .. getSettingIndex.Mipmap() .. "]" .. "label[4.25,2.15;" .. fgettext("Antialiasing:") .. "]" .. "dropdown[4.25,2.6;3.5;dd_antialiasing;" .. dd_options.antialiasing[1] .. ";" .. getSettingIndex.Antialiasing() .. "]" .. "label[4.25,3.45;" .. fgettext("Screen:") .. "]" .. "checkbox[4.25,3.6;cb_autosave_screensize;" .. fgettext("Autosave Screen Size") .. ";" .. dump(core.settings:get_bool("autosave_screensize")) .. "]" .. "box[8,0;3.75,4.5;#999999]" local video_driver = core.settings:get("video_driver") local shaders_supported = video_driver == "opengl" local shaders_enabled = false if shaders_supported then shaders_enabled = core.settings:get_bool("enable_shaders") tab_string = tab_string .. "checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";" .. tostring(shaders_enabled) .. "]" else core.settings:set_bool("enable_shaders", false) tab_string = tab_string .. "label[8.38,0.2;" .. core.colorize("#888888", fgettext("Shaders (unavailable)")) .. "]" end if core.settings:get("main_menu_style") == "simple" then -- 'Reset singleplayer world' only functions with simple menu tab_string = tab_string .. "button[8,4.75;3.95,1;btn_reset_singleplayer;" .. fgettext("Reset singleplayer world") .. "]" else tab_string = tab_string .. "button[8,4.75;3.95,1;btn_change_keys;" .. fgettext("Change Keys") .. "]" end tab_string = tab_string .. "button[0,4.75;3.95,1;btn_advanced_settings;" .. fgettext("All Settings") .. "]" if core.settings:get("touchscreen_threshold") ~= nil then tab_string = tab_string .. "label[4.3,4.2;" .. fgettext("Touchthreshold: (px)") .. "]" .. "dropdown[4.25,4.65;3.5;dd_touchthreshold;0,10,20,30,40,50;" .. ((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) .. "]box[4.0,4.5;3.75,1.0;#999999]" end if shaders_enabled then tab_string = tab_string .. "checkbox[8.25,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";" .. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" .. "checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";" .. dump(core.settings:get_bool("tone_mapping")) .. "]" .. "checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";" .. dump(core.settings:get_bool("generate_normalmaps")) .. "]" .. "checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";" .. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" .. "checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";" .. dump(core.settings:get_bool("enable_waving_water")) .. "]" .. "checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" .. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" .. "checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" .. dump(core.settings:get_bool("enable_waving_plants")) .. "]" else tab_string = tab_string .. "label[8.38,0.7;" .. core.colorize("#888888", fgettext("Bump Mapping")) .. "]" .. "label[8.38,1.2;" .. core.colorize("#888888", fgettext("Tone Mapping")) .. "]" .. "label[8.38,1.7;" .. core.colorize("#888888", fgettext("Generate Normal Maps")) .. "]" .. "label[8.38,2.2;" .. core.colorize("#888888", fgettext("Parallax Occlusion")) .. "]" .. "label[8.38,2.7;" .. core.colorize("#888888", fgettext("Waving Liquids")) .. "]" .. "label[8.38,3.2;" .. core.colorize("#888888", fgettext("Waving Leaves")) .. "]" .. "label[8.38,3.7;" .. core.colorize("#888888", fgettext("Waving Plants")) .. "]" end return tab_string end -------------------------------------------------------------------------------- local function handle_settings_buttons(this, fields, tabname, tabdata) if fields["btn_advanced_settings"] ~= nil then local adv_settings_dlg = create_adv_settings_dlg() adv_settings_dlg:set_parent(this) this:hide() adv_settings_dlg:show() --mm_texture.update("singleplayer", current_game()) return true end if fields["cb_smooth_lighting"] then core.settings:set("smooth_lighting", fields["cb_smooth_lighting"]) return true end if fields["cb_particles"] then core.settings:set("enable_particles", fields["cb_particles"]) return true end if fields["cb_3d_clouds"] then core.settings:set("enable_3d_clouds", fields["cb_3d_clouds"]) return true end if fields["cb_opaque_water"] then core.settings:set("opaque_water", fields["cb_opaque_water"]) return true end if fields["cb_connected_glass"] then core.settings:set("connected_glass", fields["cb_connected_glass"]) return true end if fields["cb_autosave_screensize"] then core.settings:set("autosave_screensize", fields["cb_autosave_screensize"]) return true end if fields["cb_shaders"] then if (core.settings:get("video_driver") == "direct3d8" or core.settings:get("video_driver") == "direct3d9") then core.settings:set("enable_shaders", "false") gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.") else core.settings:set("enable_shaders", fields["cb_shaders"]) end return true end if fields["cb_bumpmapping"] then core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"]) return true end if fields["cb_tonemapping"] then core.settings:set("tone_mapping", fields["cb_tonemapping"]) return true end if fields["cb_generate_normalmaps"] then core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"]) return true end if fields["cb_parallax"] then core.settings:set("enable_parallax_occlusion", fields["cb_parallax"]) return true end if fields["cb_waving_water"] then core.settings:set("enable_waving_water", fields["cb_waving_water"]) return true end if fields["cb_waving_leaves"] then core.settings:set("enable_waving_leaves", fields["cb_waving_leaves"]) end if fields["cb_waving_plants"] then core.settings:set("enable_waving_plants", fields["cb_waving_plants"]) return true end if fields["btn_change_keys"] then core.show_keys_menu() return true end if fields["cb_touchscreen_target"] then core.settings:set("touchtarget", fields["cb_touchscreen_target"]) return true end if fields["btn_reset_singleplayer"] then showconfirm_reset(this) return true end --Note dropdowns have to be handled LAST! local ddhandled = false for i = 1, #labels.leaves do if fields["dd_leaves_style"] == labels.leaves[i] then core.settings:set("leaves_style", dd_options.leaves[2][i]) ddhandled = true end end for i = 1, #labels.node_highlighting do if fields["dd_node_highlighting"] == labels.node_highlighting[i] then core.settings:set("node_highlighting", dd_options.node_highlighting[2][i]) ddhandled = true end end if fields["dd_filters"] == labels.filters[1] then core.settings:set("bilinear_filter", "false") core.settings:set("trilinear_filter", "false") ddhandled = true elseif fields["dd_filters"] == labels.filters[2] then core.settings:set("bilinear_filter", "true") core.settings:set("trilinear_filter", "false") ddhandled = true elseif fields["dd_filters"] == labels.filters[3] then core.settings:set("bilinear_filter", "false") core.settings:set("trilinear_filter", "true") ddhandled = true end if fields["dd_mipmap"] == labels.mipmap[1] then core.settings:set("mip_map", "false") core.settings:set("anisotropic_filter", "false") ddhandled = true elseif fields["dd_mipmap"] == labels.mipmap[2] then core.settings:set("mip_map", "true") core.settings:set("anisotropic_filter", "false") ddhandled = true elseif fields["dd_mipmap"] == labels.mipmap[3] then core.settings:set("mip_map", "true") core.settings:set("anisotropic_filter", "true") ddhandled = true end if fields["dd_antialiasing"] then core.settings:set("fsaa", antialiasing_fname_to_name(fields["dd_antialiasing"])) ddhandled = true end if fields["dd_touchthreshold"] then core.settings:set("touchscreen_threshold", fields["dd_touchthreshold"]) ddhandled = true end return ddhandled end return { name = "settings", caption = fgettext("Settings"), cbf_formspec = formspec, cbf_button_handler = handle_settings_buttons }
pgimeno/minetest
builtin/mainmenu/tab_settings.lua
Lua
mit
14,115
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -------------------------------------------------------------------------------- local function get_formspec(tabview, name, tabdata) -- Update the cached supported proto info, -- it may have changed after a change by the settings menu. common_update_cached_supp_proto() local fav_selected = menudata.favorites[tabdata.fav_selected] local retval = "label[9.5,0;".. fgettext("Name / Password") .. "]" .. "field[0.25,3.35;5.5,0.5;te_address;;" .. core.formspec_escape(core.settings:get("address")) .."]" .. "field[5.75,3.35;2.25,0.5;te_port;;" .. core.formspec_escape(core.settings:get("remote_port")) .."]" .. "button[10,2.6;2,1.5;btn_mp_connect;".. fgettext("Connect") .. "]" .. "field[9.8,1;2.6,0.5;te_name;;" .. core.formspec_escape(core.settings:get("name")) .."]" .. "pwdfield[9.8,2;2.6,0.5;te_pwd;]" if tabdata.fav_selected and fav_selected then if gamedata.fav then retval = retval .. "button[7.7,2.6;2.3,1.5;btn_delete_favorite;" .. fgettext("Del. Favorite") .. "]" end end retval = retval .. "tablecolumns[" .. image_column(fgettext("Favorite"), "favorite") .. ";" .. image_column(fgettext("Ping"), "") .. ",padding=0.25;" .. "color,span=3;" .. "text,align=right;" .. -- clients "text,align=center,padding=0.25;" .. -- "/" "text,align=right,padding=0.25;" .. -- clients_max image_column(fgettext("Creative mode"), "creative") .. ",padding=1;" .. image_column(fgettext("Damage enabled"), "damage") .. ",padding=0.25;" .. image_column(fgettext("PvP enabled"), "pvp") .. ",padding=0.25;" .. "color,span=1;" .. "text,padding=1]" .. -- name "table[-0.05,0;9.2,2.75;favourites;" if #menudata.favorites > 0 then local favs = core.get_favorites("local") if #favs > 0 then for i = 1, #favs do for j = 1, #menudata.favorites do if menudata.favorites[j].address == favs[i].address and menudata.favorites[j].port == favs[i].port then table.insert(menudata.favorites, i, table.remove(menudata.favorites, j)) end end if favs[i].address ~= menudata.favorites[i].address then table.insert(menudata.favorites, i, favs[i]) end end end retval = retval .. render_serverlist_row(menudata.favorites[1], (#favs > 0)) for i = 2, #menudata.favorites do retval = retval .. "," .. render_serverlist_row(menudata.favorites[i], (i <= #favs)) end end if tabdata.fav_selected then retval = retval .. ";" .. tabdata.fav_selected .. "]" else retval = retval .. ";0]" end -- separator retval = retval .. "box[-0.28,3.75;12.4,0.1;#FFFFFF]" -- checkboxes retval = retval .. "checkbox[8.0,3.9;cb_creative;".. fgettext("Creative Mode") .. ";" .. dump(core.settings:get_bool("creative_mode")) .. "]".. "checkbox[8.0,4.4;cb_damage;".. fgettext("Enable Damage") .. ";" .. dump(core.settings:get_bool("enable_damage")) .. "]" -- buttons retval = retval .. "button[0,3.7;8,1.5;btn_start_singleplayer;" .. fgettext("Start Singleplayer") .. "]" .. "button[0,4.5;8,1.5;btn_config_sp_world;" .. fgettext("Config mods") .. "]" return retval end -------------------------------------------------------------------------------- local function main_button_handler(tabview, fields, name, tabdata) if fields.btn_start_singleplayer then gamedata.selected_world = gamedata.worldindex gamedata.singleplayer = true core.start() return true end if fields.favourites then local event = core.explode_table_event(fields.favourites) if event.type == "CHG" then if event.row <= #menudata.favorites then gamedata.fav = false local favs = core.get_favorites("local") local fav = menudata.favorites[event.row] local address = fav.address local port = fav.port gamedata.serverdescription = fav.description for i = 1, #favs do if fav.address == favs[i].address and fav.port == favs[i].port then gamedata.fav = true end end if address and port then core.settings:set("address", address) core.settings:set("remote_port", port) end tabdata.fav_selected = event.row end return true end end if fields.btn_delete_favorite then local current_favourite = core.get_table_index("favourites") if not current_favourite then return end core.delete_favorite(current_favourite) asyncOnlineFavourites() tabdata.fav_selected = nil core.settings:set("address", "") core.settings:set("remote_port", "30000") return true end if fields.cb_creative then core.settings:set("creative_mode", fields.cb_creative) return true end if fields.cb_damage then core.settings:set("enable_damage", fields.cb_damage) return true end if fields.btn_mp_connect or fields.key_enter then gamedata.playername = fields.te_name gamedata.password = fields.te_pwd gamedata.address = fields.te_address gamedata.port = fields.te_port local fav_idx = core.get_textlist_index("favourites") if fav_idx and fav_idx <= #menudata.favorites and menudata.favorites[fav_idx].address == fields.te_address and menudata.favorites[fav_idx].port == fields.te_port then local fav = menudata.favorites[fav_idx] gamedata.servername = fav.name gamedata.serverdescription = fav.description if menudata.favorites_is_public and not is_server_protocol_compat_or_error( fav.proto_min, fav.proto_max) then return true end else gamedata.servername = "" gamedata.serverdescription = "" end gamedata.selected_world = 0 core.settings:set("address", fields.te_address) core.settings:set("remote_port", fields.te_port) core.start() return true end if fields.btn_config_sp_world then local configdialog = create_configure_world_dlg(1) if configdialog then configdialog:set_parent(tabview) tabview:hide() configdialog:show() end return true end end -------------------------------------------------------------------------------- local function on_activate(type,old_tab,new_tab) if type == "LEAVE" then return end asyncOnlineFavourites() end -------------------------------------------------------------------------------- return { name = "main", caption = fgettext("Main"), cbf_formspec = get_formspec, cbf_button_handler = main_button_handler, on_change = on_activate }
pgimeno/minetest
builtin/mainmenu/tab_simple_main.lua
Lua
mit
7,098
--Minetest --Copyright (C) 2013 sapier -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. mm_texture = {} -------------------------------------------------------------------------------- function mm_texture.init() mm_texture.defaulttexturedir = core.get_texturepath() .. DIR_DELIM .. "base" .. DIR_DELIM .. "pack" .. DIR_DELIM mm_texture.basetexturedir = mm_texture.defaulttexturedir mm_texture.texturepack = core.settings:get("texture_path") mm_texture.gameid = nil end -------------------------------------------------------------------------------- function mm_texture.update(tab,gamedetails) if tab ~= "singleplayer" then mm_texture.reset() return end if gamedetails == nil then return end mm_texture.update_game(gamedetails) end -------------------------------------------------------------------------------- function mm_texture.reset() mm_texture.gameid = nil local have_bg = false local have_overlay = mm_texture.set_generic("overlay") if not have_overlay then have_bg = mm_texture.set_generic("background") end mm_texture.clear("header") mm_texture.clear("footer") core.set_clouds(false) mm_texture.set_generic("footer") mm_texture.set_generic("header") if not have_bg then if core.settings:get_bool("menu_clouds") then core.set_clouds(true) else mm_texture.set_dirt_bg() end end end -------------------------------------------------------------------------------- function mm_texture.update_game(gamedetails) if mm_texture.gameid == gamedetails.id then return end local have_bg = false local have_overlay = mm_texture.set_game("overlay",gamedetails) if not have_overlay then have_bg = mm_texture.set_game("background",gamedetails) end mm_texture.clear("header") mm_texture.clear("footer") core.set_clouds(false) if not have_bg then if core.settings:get_bool("menu_clouds") then core.set_clouds(true) else mm_texture.set_dirt_bg() end end mm_texture.set_game("footer",gamedetails) mm_texture.set_game("header",gamedetails) mm_texture.gameid = gamedetails.id end -------------------------------------------------------------------------------- function mm_texture.clear(identifier) core.set_background(identifier,"") end -------------------------------------------------------------------------------- function mm_texture.set_generic(identifier) --try texture pack first if mm_texture.texturepack ~= nil then local path = mm_texture.texturepack .. DIR_DELIM .."menu_" .. identifier .. ".png" if core.set_background(identifier,path) then return true end end if mm_texture.defaulttexturedir ~= nil then local path = mm_texture.defaulttexturedir .. DIR_DELIM .."menu_" .. identifier .. ".png" if core.set_background(identifier,path) then return true end end return false end -------------------------------------------------------------------------------- function mm_texture.set_game(identifier, gamedetails) if gamedetails == nil then return false end if mm_texture.texturepack ~= nil then local path = mm_texture.texturepack .. DIR_DELIM .. gamedetails.id .. "_menu_" .. identifier .. ".png" if core.set_background(identifier, path) then return true end end -- Find out how many randomized textures the game provides local n = 0 local filename local menu_files = core.get_dir_list(gamedetails.path .. DIR_DELIM .. "menu", false) for i = 1, #menu_files do filename = identifier .. "." .. i .. ".png" if table.indexof(menu_files, filename) == -1 then n = i - 1 break end end -- Select random texture, 0 means standard texture n = math.random(0, n) if n == 0 then filename = identifier .. ".png" else filename = identifier .. "." .. n .. ".png" end local path = gamedetails.path .. DIR_DELIM .. "menu" .. DIR_DELIM .. filename if core.set_background(identifier, path) then return true end return false end function mm_texture.set_dirt_bg() if mm_texture.texturepack ~= nil then local path = mm_texture.texturepack .. DIR_DELIM .."default_dirt.png" if core.set_background("background", path, true, 128) then return true end end -- Use universal fallback texture in textures/base/pack local minimalpath = defaulttexturedir .. "menu_bg.png" core.set_background("background", minimalpath, true, 128) end
pgimeno/minetest
builtin/mainmenu/textures.lua
Lua
mit
5,039
--Minetest --Copyright (C) 2016 T4im -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local function get_bool_default(name, default) local val = core.settings:get_bool(name) if val == nil then return default end return val end local profiler_path = core.get_builtin_path().."profiler"..DIR_DELIM local profiler = {} local sampler = assert(loadfile(profiler_path .. "sampling.lua"))(profiler) local instrumentation = assert(loadfile(profiler_path .. "instrumentation.lua"))(profiler, sampler, get_bool_default) local reporter = dofile(profiler_path .. "reporter.lua") profiler.instrument = instrumentation.instrument --- -- Delayed registration of the /profiler chat command -- Is called later, after `core.register_chatcommand` was set up. -- function profiler.init_chatcommand() local instrument_profiler = get_bool_default("instrument.profiler", false) if instrument_profiler then instrumentation.init_chatcommand() end local param_usage = "print [filter] | dump [filter] | save [format [filter]] | reset" core.register_chatcommand("profiler", { description = "handle the profiler and profiling data", params = param_usage, privs = { server=true }, func = function(name, param) local command, arg0 = string.match(param, "([^ ]+) ?(.*)") local args = arg0 and string.split(arg0, " ") if command == "dump" then core.log("action", reporter.print(sampler.profile, arg0)) return true, "Statistics written to action log" elseif command == "print" then return true, reporter.print(sampler.profile, arg0) elseif command == "save" then return reporter.save(sampler.profile, args[1] or "txt", args[2]) elseif command == "reset" then sampler.reset() return true, "Statistics were reset" end return false, string.format( "Usage: %s\n" .. "Format can be one of txt, csv, lua, json, json_pretty (structures may be subject to change).", param_usage ) end }) if not instrument_profiler then instrumentation.init_chatcommand() end end sampler.init() instrumentation.init() return profiler
pgimeno/minetest
builtin/profiler/init.lua
Lua
mit
2,758
--Minetest --Copyright (C) 2016 T4im -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local format, pairs, type = string.format, pairs, type local core, get_current_modname = core, core.get_current_modname local profiler, sampler, get_bool_default = ... local instrument_builtin = get_bool_default("instrument.builtin", false) local register_functions = { register_globalstep = 0, register_playerevent = 0, register_on_placenode = 0, register_on_dignode = 0, register_on_punchnode = 0, register_on_generated = 0, register_on_newplayer = 0, register_on_dieplayer = 0, register_on_respawnplayer = 0, register_on_prejoinplayer = 0, register_on_joinplayer = 0, register_on_leaveplayer = 0, register_on_cheat = 0, register_on_chat_message = 0, register_on_player_receive_fields = 0, register_on_craft = 0, register_craft_predict = 0, register_on_protection_violation = 0, register_on_item_eat = 0, register_on_punchplayer = 0, register_on_player_hpchange = 0, } --- -- Create an unique instrument name. -- Generate a missing label with a running index number. -- local counts = {} local function generate_name(def) local class, label, func_name = def.class, def.label, def.func_name if label then if class or func_name then return format("%s '%s' %s", class or "", label, func_name or ""):trim() end return format("%s", label):trim() elseif label == false then return format("%s", class or func_name):trim() end local index_id = def.mod .. (class or func_name) local index = counts[index_id] or 1 counts[index_id] = index + 1 return format("%s[%d] %s", class or func_name, index, class and func_name or ""):trim() end --- -- Keep `measure` and the closure in `instrument` lean, as these, and their -- directly called functions are the overhead that is caused by instrumentation. -- local time, log = core.get_us_time, sampler.log local function measure(modname, instrument_name, start, ...) log(modname, instrument_name, time() - start) return ... end --- Automatically instrument a function to measure and log to the sampler. -- def = { -- mod = "", -- class = "", -- func_name = "", -- -- if nil, will create a label based on registration order -- label = "" | false, -- } local function instrument(def) if not def or not def.func then return end def.mod = def.mod or get_current_modname() or "??" local modname = def.mod local instrument_name = generate_name(def) local func = def.func if not instrument_builtin and modname == "*builtin*" then return func end return function(...) -- This tail-call allows passing all return values of `func` -- also called https://en.wikipedia.org/wiki/Continuation_passing_style -- Compared to table creation and unpacking it won't lose `nil` returns -- and is expected to be faster -- `measure` will be executed after time() and func(...) return measure(modname, instrument_name, time(), func(...)) end end local function can_be_called(func) -- It has to be a function or callable table return type(func) == "function" or ((type(func) == "table" or type(func) == "userdata") and getmetatable(func) and getmetatable(func).__call) end local function assert_can_be_called(func, func_name, level) if not can_be_called(func) then -- Then throw an *helpful* error, by pointing on our caller instead of us. error(format("Invalid argument to %s. Expected function-like type instead of '%s'.", func_name, type(func)), level + 1) end end --- -- Wraps a registration function `func` in such a way, -- that it will automatically instrument any callback function passed as first argument. -- local function instrument_register(func, func_name) local register_name = func_name:gsub("^register_", "", 1) return function(callback, ...) assert_can_be_called(callback, func_name, 2) register_functions[func_name] = register_functions[func_name] + 1 return func(instrument { func = callback, func_name = register_name }, ...) end end local function init_chatcommand() if get_bool_default("instrument.chatcommand", true) then local orig_register_chatcommand = core.register_chatcommand core.register_chatcommand = function(cmd, def) def.func = instrument { func = def.func, label = "/" .. cmd, } orig_register_chatcommand(cmd, def) end end end --- -- Start instrumenting selected functions -- local function init() if get_bool_default("instrument.entity", true) then -- Explicitly declare entity api-methods. -- Simple iteration would ignore lookup via __index. local entity_instrumentation = { "on_activate", "on_step", "on_punch", "rightclick", "get_staticdata", } -- Wrap register_entity() to instrument them on registration. local orig_register_entity = core.register_entity core.register_entity = function(name, prototype) local modname = get_current_modname() for _, func_name in pairs(entity_instrumentation) do prototype[func_name] = instrument { func = prototype[func_name], mod = modname, func_name = func_name, label = prototype.label, } end orig_register_entity(name,prototype) end end if get_bool_default("instrument.abm", true) then -- Wrap register_abm() to automatically instrument abms. local orig_register_abm = core.register_abm core.register_abm = function(spec) spec.action = instrument { func = spec.action, class = "ABM", label = spec.label, } orig_register_abm(spec) end end if get_bool_default("instrument.lbm", true) then -- Wrap register_lbm() to automatically instrument lbms. local orig_register_lbm = core.register_lbm core.register_lbm = function(spec) spec.action = instrument { func = spec.action, class = "LBM", label = spec.label or spec.name, } orig_register_lbm(spec) end end if get_bool_default("instrument.global_callback", true) then for func_name, _ in pairs(register_functions) do core[func_name] = instrument_register(core[func_name], func_name) end end if get_bool_default("instrument.profiler", false) then -- Measure overhead of instrumentation, but keep it down for functions -- So keep the `return` for better optimization. profiler.empty_instrument = instrument { func = function() return end, mod = "*profiler*", class = "Instrumentation overhead", label = false, } end end return { register_functions = register_functions, instrument = instrument, init = init, init_chatcommand = init_chatcommand, }
pgimeno/minetest
builtin/profiler/instrumentation.lua
Lua
mit
7,168
--Minetest --Copyright (C) 2016 T4im -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local DIR_DELIM, LINE_DELIM = DIR_DELIM, "\n" local table, unpack, string, pairs, io, os = table, unpack, string, pairs, io, os local rep, sprintf, tonumber = string.rep, string.format, tonumber local core, settings = core, core.settings local reporter = {} --- -- Shorten a string. End on an ellipsis if shortened. -- local function shorten(str, length) if str and str:len() > length then return "..." .. str:sub(-(length-3)) end return str end local function filter_matches(filter, text) return not filter or string.match(text, filter) end local function format_number(number, fmt) number = tonumber(number) if not number then return "N/A" end return sprintf(fmt or "%d", number) end local Formatter = { new = function(self, object) object = object or {} object.out = {} -- output buffer self.__index = self return setmetatable(object, self) end, __tostring = function (self) return table.concat(self.out, LINE_DELIM) end, print = function(self, text, ...) if (...) then text = sprintf(text, ...) end if text then -- Avoid format unicode issues. text = text:gsub("Ms", "µs") end table.insert(self.out, text or LINE_DELIM) end, flush = function(self) table.insert(self.out, LINE_DELIM) local text = table.concat(self.out, LINE_DELIM) self.out = {} return text end } local widths = { 55, 9, 9, 9, 5, 5, 5 } local txt_row_format = sprintf(" %%-%ds | %%%ds | %%%ds | %%%ds | %%%ds | %%%ds | %%%ds", unpack(widths)) local HR = {} for i=1, #widths do HR[i]= rep("-", widths[i]) end -- ' | ' should break less with github than '-+-', when people are pasting there HR = sprintf("-%s-", table.concat(HR, " | ")) local TxtFormatter = Formatter:new { format_row = function(self, modname, instrument_name, statistics) local label if instrument_name then label = shorten(instrument_name, widths[1] - 5) label = sprintf(" - %s %s", label, rep(".", widths[1] - 5 - label:len())) else -- Print mod_stats label = shorten(modname, widths[1] - 2) .. ":" end self:print(txt_row_format, label, format_number(statistics.time_min), format_number(statistics.time_max), format_number(statistics:get_time_avg()), format_number(statistics.part_min, "%.1f"), format_number(statistics.part_max, "%.1f"), format_number(statistics:get_part_avg(), "%.1f") ) end, format = function(self, filter) local profile = self.profile self:print("Values below show absolute/relative times spend per server step by the instrumented function.") self:print("A total of %d samples were taken", profile.stats_total.samples) if filter then self:print("The output is limited to '%s'", filter) end self:print() self:print( txt_row_format, "instrumentation", "min Ms", "max Ms", "avg Ms", "min %", "max %", "avg %" ) self:print(HR) for modname,mod_stats in pairs(profile.stats) do if filter_matches(filter, modname) then self:format_row(modname, nil, mod_stats) if mod_stats.instruments ~= nil then for instrument_name, instrument_stats in pairs(mod_stats.instruments) do self:format_row(nil, instrument_name, instrument_stats) end end end end self:print(HR) if not filter then self:format_row("total", nil, profile.stats_total) end end } local CsvFormatter = Formatter:new { format_row = function(self, modname, instrument_name, statistics) self:print( "%q,%q,%d,%d,%d,%d,%d,%f,%f,%f", modname, instrument_name, statistics.samples, statistics.time_min, statistics.time_max, statistics:get_time_avg(), statistics.time_all, statistics.part_min, statistics.part_max, statistics:get_part_avg() ) end, format = function(self, filter) self:print( "%q,%q,%q,%q,%q,%q,%q,%q,%q,%q", "modname", "instrumentation", "samples", "time min µs", "time max µs", "time avg µs", "time all µs", "part min %", "part max %", "part avg %" ) for modname, mod_stats in pairs(self.profile.stats) do if filter_matches(filter, modname) then self:format_row(modname, "*", mod_stats) if mod_stats.instruments ~= nil then for instrument_name, instrument_stats in pairs(mod_stats.instruments) do self:format_row(modname, instrument_name, instrument_stats) end end end end end } local function format_statistics(profile, format, filter) local formatter if format == "csv" then formatter = CsvFormatter:new { profile = profile } else formatter = TxtFormatter:new { profile = profile } end formatter:format(filter) return formatter:flush() end --- -- Format the profile ready for display and -- @return string to be printed to the console -- function reporter.print(profile, filter) if filter == "" then filter = nil end return format_statistics(profile, "txt", filter) end --- -- Serialize the profile data and -- @return serialized data to be saved to a file -- local function serialize_profile(profile, format, filter) if format == "lua" or format == "json" or format == "json_pretty" then local stats = filter and {} or profile.stats if filter then for modname, mod_stats in pairs(profile.stats) do if filter_matches(filter, modname) then stats[modname] = mod_stats end end end if format == "lua" then return core.serialize(stats) elseif format == "json" then return core.write_json(stats) elseif format == "json_pretty" then return core.write_json(stats, true) end end -- Fall back to textual formats. return format_statistics(profile, format, filter) end local worldpath = core.get_worldpath() local function get_save_path(format, filter) local report_path = settings:get("profiler.report_path") or "" if report_path ~= "" then core.mkdir(sprintf("%s%s%s", worldpath, DIR_DELIM, report_path)) end return (sprintf( "%s/%s/profile-%s%s.%s", worldpath, report_path, os.date("%Y%m%dT%H%M%S"), filter and ("-" .. filter) or "", format ):gsub("[/\\]+", DIR_DELIM))-- Clean up delims end --- -- Save the profile to the world path. -- @return success, log message -- function reporter.save(profile, format, filter) if not format or format == "" then format = settings:get("profiler.default_report_format") or "txt" end if filter == "" then filter = nil end local path = get_save_path(format, filter) local output, io_err = io.open(path, "w") if not output then return false, "Saving of profile failed with: " .. io_err end local content, err = serialize_profile(profile, format, filter) if not content then output:close() return false, "Saving of profile failed with: " .. err end output:write(content) output:close() local logmessage = "Profile saved to " .. path core.log("action", logmessage) return true, logmessage end return reporter
pgimeno/minetest
builtin/profiler/reporter.lua
Lua
mit
7,551
--Minetest --Copyright (C) 2016 T4im -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local setmetatable = setmetatable local pairs, format = pairs, string.format local min, max, huge = math.min, math.max, math.huge local core = core local profiler = ... -- Split sampler and profile up, to possibly allow for rotation later. local sampler = {} local profile local stats_total local logged_time, logged_data local _stat_mt = { get_time_avg = function(self) return self.time_all/self.samples end, get_part_avg = function(self) if not self.part_all then return 100 -- Extra handling for "total" end return self.part_all/self.samples end, } _stat_mt.__index = _stat_mt function sampler.reset() -- Accumulated logged time since last sample. -- This helps determining, the relative time a mod used up. logged_time = 0 -- The measurements taken through instrumentation since last sample. logged_data = {} profile = { -- Current mod statistics (max/min over the entire mod lifespan) -- Mod specific instrumentation statistics are nested within. stats = {}, -- Current stats over all mods. stats_total = setmetatable({ samples = 0, time_min = huge, time_max = 0, time_all = 0, part_min = 100, part_max = 100 }, _stat_mt) } stats_total = profile.stats_total -- Provide access to the most recent profile. sampler.profile = profile end --- -- Log a measurement for the sampler to pick up later. -- Keep `log` and its often called functions lean. -- It will directly add to the instrumentation overhead. -- function sampler.log(modname, instrument_name, time_diff) if time_diff <= 0 then if time_diff < 0 then -- This **might** have happened on a semi-regular basis with huge mods, -- resulting in negative statistics (perhaps midnight time jumps or ntp corrections?). core.log("warning", format( "Time travel of %s::%s by %dµs.", modname, instrument_name, time_diff )) end -- Throwing these away is better, than having them mess with the overall result. return end local mod_data = logged_data[modname] if mod_data == nil then mod_data = {} logged_data[modname] = mod_data end mod_data[instrument_name] = (mod_data[instrument_name] or 0) + time_diff -- Update logged time since last sample. logged_time = logged_time + time_diff end --- -- Return a requested statistic. -- Initialize if necessary. -- local function get_statistic(stats_table, name) local statistic = stats_table[name] if statistic == nil then statistic = setmetatable({ samples = 0, time_min = huge, time_max = 0, time_all = 0, part_min = 100, part_max = 0, part_all = 0, }, _stat_mt) stats_table[name] = statistic end return statistic end --- -- Update a statistic table -- local function update_statistic(stats_table, time) stats_table.samples = stats_table.samples + 1 -- Update absolute time (µs) spend by the subject stats_table.time_min = min(stats_table.time_min, time) stats_table.time_max = max(stats_table.time_max, time) stats_table.time_all = stats_table.time_all + time -- Update relative time (%) of this sample spend by the subject local current_part = (time/logged_time) * 100 stats_table.part_min = min(stats_table.part_min, current_part) stats_table.part_max = max(stats_table.part_max, current_part) stats_table.part_all = stats_table.part_all + current_part end --- -- Sample all logged measurements each server step. -- Like any globalstep function, this should not be too heavy, -- but does not add to the instrumentation overhead. -- local function sample(dtime) -- Rare, but happens and is currently of no informational value. if logged_time == 0 then return end for modname, instruments in pairs(logged_data) do local mod_stats = get_statistic(profile.stats, modname) if mod_stats.instruments == nil then -- Current statistics for each instrumentation component mod_stats.instruments = {} end local mod_time = 0 for instrument_name, time in pairs(instruments) do if time > 0 then mod_time = mod_time + time local instrument_stats = get_statistic(mod_stats.instruments, instrument_name) -- Update time of this sample spend by the instrumented function. update_statistic(instrument_stats, time) -- Reset logged data for the next sample. instruments[instrument_name] = 0 end end -- Update time of this sample spend by this mod. update_statistic(mod_stats, mod_time) end -- Update the total time spend over all mods. stats_total.time_min = min(stats_total.time_min, logged_time) stats_total.time_max = max(stats_total.time_max, logged_time) stats_total.time_all = stats_total.time_all + logged_time stats_total.samples = stats_total.samples + 1 logged_time = 0 end --- -- Setup empty profile and register the sampling function -- function sampler.init() sampler.reset() if core.settings:get_bool("instrument.profiler") then core.register_globalstep(function() if logged_time == 0 then return end return profiler.empty_instrument() end) core.register_globalstep(profiler.instrument { func = sample, mod = "*profiler*", class = "Sampler (update stats)", label = false, }) else core.register_globalstep(sample) end end return sampler
pgimeno/minetest
builtin/profiler/sampling.lua
Lua
mit
5,957
# This file contains all settings displayed in the settings menu. # # General format: # name (Readable name) type type_args # # Note that the parts are separated by exactly one space # # `type` can be: # - int # - string # - bool # - float # - enum # - path # - filepath # - key (will be ignored in GUI, since a special key change dialog exists) # - flags # - noise_params_2d # - noise_params_3d # - v3f # # `type_args` can be: # * int: # - default # - default min max # * string: # - default (if default is not specified then "" is set) # * bool: # - default # * float: # - default # - default min max # * enum: # - default value1,value2,... # * path: # - default (if default is not specified then "" is set) # * filepath: # - default (if default is not specified then "" is set) # * key: # - default # * flags: # Flags are always separated by comma without spaces. # - default possible_flags # * noise_params_2d: # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistance>, <lacunarity>[, <default flags>] # - default # * noise_params_3d: # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistance>, <lacunarity>[, <default flags>] # - default # * v3f: # Format is (<X>, <Y>, <Z>) # - default # # Comments directly above a setting are bound to this setting. # All other comments are ignored. # # Comments and (Readable name) are handled by gettext. # Comments should be complete sentences that describe the setting and possibly # give the user additional useful insight. # Sections are marked by a single line in the format: [Section Name] # Sub-section are marked by adding * in front of the section name: [*Sub-section] # Sub-sub-sections have two * etc. # There shouldn't be too much settings per category; settings that shouldn't be # modified by the "average user" should be in (sub-)categories called "Advanced". [Controls] # If enabled, you can place blocks at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes in small areas. enable_build_where_you_stand (Build inside player) bool false # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. free_move (Flying) bool false # If enabled, makes move directions relative to the player's pitch when flying or swimming. pitch_move (Pitch move mode) bool false # Fast movement (via the "special" key). # This requires the "fast" privilege on the server. fast_move (Fast movement) bool false # If enabled together with fly mode, player is able to fly through solid nodes. # This requires the "noclip" privilege on the server. noclip (Noclip) bool false # Smooths camera when looking around. Also called look or mouse smoothing. # Useful for recording videos. cinematic (Cinematic mode) bool false # Smooths rotation of camera. 0 to disable. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99 # Smooths rotation of camera in cinematic mode. 0 to disable. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99 # Invert vertical mouse movement. invert_mouse (Invert mouse) bool false # Mouse sensitivity multiplier. mouse_sensitivity (Mouse sensitivity) float 0.2 # If enabled, "special" key instead of "sneak" key is used for climbing down and # descending. aux1_descends (Special key for climbing/descending) bool false # Double-tapping the jump key toggles fly mode. doubletap_jump (Double tap jump for fly) bool false # If disabled, "special" key is used to fly fast if both fly and fast mode are # enabled. always_fly_fast (Always fly and fast) bool true # The time in seconds it takes between repeated right clicks when holding the right # mouse button. repeat_rightclick_time (Rightclick repetition interval) float 0.25 # Automatically jump up single-node obstacles. autojump (Automatic jumping) bool false # Prevent digging and placing from repeating when holding the mouse buttons. # Enable this when you dig or place too often by accident. safe_dig_and_place (Safe digging and placing) bool false # Enable random user input (only used for testing). random_input (Random input) bool false # Continuous forward movement, toggled by autoforward key. # Press the autoforward key again or the backwards movement to disable. continuous_forward (Continuous forward) bool false # The length in pixels it takes for touch screen interaction to start. touchscreen_threshold (Touch screen threshold) int 20 0 100 # (Android) Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. fixed_virtual_joystick (Fixed virtual joystick) bool false # (Android) Use virtual joystick to trigger "aux" button. # If enabled, virtual joystick will also tap "aux" button when out of main circle. virtual_joystick_triggers_aux (Virtual joystick triggers aux button) bool false # Enable joysticks enable_joysticks (Enable joysticks) bool false # The identifier of the joystick to use joystick_id (Joystick ID) int 0 # The type of joystick joystick_type (Joystick type) enum auto auto,generic,xbox # The time in seconds it takes between repeated events # when holding down a joystick button combination. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 # The sensitivity of the joystick axes for moving the # ingame view frustum around. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170 # Key for moving the player forward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_forward (Forward key) key KEY_KEY_W # Key for moving the player backward. # Will also disable autoforward, when active. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_backward (Backward key) key KEY_KEY_S # Key for moving the player left. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_left (Left key) key KEY_KEY_A # Key for moving the player right. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_right (Right key) key KEY_KEY_D # Key for jumping. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_jump (Jump key) key KEY_SPACE # Key for sneaking. # Also used for climbing down and descending in water if aux1_descends is disabled. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_sneak (Sneak key) key KEY_LSHIFT # Key for opening the inventory. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_inventory (Inventory key) key KEY_KEY_I # Key for moving fast in fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_special1 (Special key) key KEY_KEY_E # Key for opening the chat window. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_chat (Chat key) key KEY_KEY_T # Key for opening the chat window to type commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cmd (Command key) key / # Key for opening the chat window to type local commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cmd_local (Command key) key . # Key for toggling unlimited view range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_rangeselect (Range select key) key KEY_KEY_R # Key for toggling flying. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_freemove (Fly key) key KEY_KEY_K # Key for toggling pitch move mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_pitchmove (Pitch move key) key KEY_KEY_P # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_fastmove (Fast key) key KEY_KEY_J # Key for toggling noclip mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_noclip (Noclip key) key KEY_KEY_H # Key for selecting the next item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_hotbar_next (Hotbar next key) key KEY_KEY_N # Key for selecting the previous item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B # Key for muting the game. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_mute (Mute key) key KEY_KEY_M # Key for increasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_increase_volume (Inc. volume key) key # Key for decreasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_decrease_volume (Dec. volume key) key # Key for toggling autoforward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_autoforward (Automatic forward key) key # Key for toggling cinematic mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cinematic (Cinematic mode key) key # Key for toggling display of minimap. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_minimap (Minimap key) key KEY_F9 # Key for taking screenshots. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_screenshot (Screenshot) key KEY_F12 # Key for dropping the currently selected item. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_drop (Drop item key) key KEY_KEY_Q # Key to use view zoom when possible. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_zoom (View zoom key) key KEY_KEY_Z # Key for selecting the first hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1 # Key for selecting the second hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2 # Key for selecting the third hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3 # Key for selecting the fourth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4 # Key for selecting the fifth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5 # Key for selecting the sixth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6 # Key for selecting the seventh hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7 # Key for selecting the eighth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8 # Key for selecting the ninth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9 # Key for selecting the tenth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0 # Key for selecting the 11th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot11 (Hotbar slot 11 key) key # Key for selecting the 12th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot12 (Hotbar slot 12 key) key # Key for selecting the 13th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot13 (Hotbar slot 13 key) key # Key for selecting the 14th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot14 (Hotbar slot 14 key) key # Key for selecting the 15th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot15 (Hotbar slot 15 key) key # Key for selecting the 16th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot16 (Hotbar slot 16 key) key # Key for selecting the 17th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot17 (Hotbar slot 17 key) key # Key for selecting the 18th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot18 (Hotbar slot 18 key) key # Key for selecting the 19th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot19 (Hotbar slot 19 key) key # Key for selecting the 20th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot20 (Hotbar slot 20 key) key # Key for selecting the 21st hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot21 (Hotbar slot 21 key) key # Key for selecting the 22nd hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot22 (Hotbar slot 22 key) key # Key for selecting the 23rd hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot23 (Hotbar slot 23 key) key # Key for selecting the 24th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot24 (Hotbar slot 24 key) key # Key for selecting the 25th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot25 (Hotbar slot 25 key) key # Key for selecting the 26th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot26 (Hotbar slot 26 key) key # Key for selecting the 27th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot27 (Hotbar slot 27 key) key # Key for selecting the 28th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot28 (Hotbar slot 28 key) key # Key for selecting the 29th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot29 (Hotbar slot 29 key) key # Key for selecting the 30th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot30 (Hotbar slot 30 key) key # Key for selecting the 31st hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot31 (Hotbar slot 31 key) key # Key for selecting the 32nd hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_slot32 (Hotbar slot 32 key) key # Key for toggling the display of the HUD. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_hud (HUD toggle key) key KEY_F1 # Key for toggling the display of chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_chat (Chat toggle key) key KEY_F2 # Key for toggling the display of the large chat console. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_console (Large chat console key) key KEY_F10 # Key for toggling the display of fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3 # Key for toggling the camera update. Only used for development # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_update_camera (Camera update toggle key) key # Key for toggling the display of debug info. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_debug (Debug info toggle key) key KEY_F5 # Key for toggling the display of the profiler. Used for development. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_profiler (Profiler toggle key) key KEY_F6 # Key for switching between first- and third-person camera. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_camera_mode (Toggle camera mode key) key KEY_F7 # Key for increasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_increase_viewing_range_min (View range increase key) key + # Key for decreasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_decrease_viewing_range_min (View range decrease key) key - [Graphics] [*In-Game] [**Basic] # Enable VBO enable_vbo (VBO) bool true # Whether to fog out the end of the visible area. enable_fog (Fog) bool true # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used # - Opaque: disable transparency leaves_style (Leaves style) enum fancy fancy,simple,opaque # Connects glass if supported by node. connected_glass (Connect glass) bool false # Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. smooth_lighting (Smooth lighting) bool true # Clouds are a client side effect. enable_clouds (Clouds) bool true # Use 3D cloud look instead of flat. enable_3d_clouds (3D clouds) bool true # Method used to highlight selected object. node_highlighting (Node highlighting) enum box box,halo,none # Adds particles when digging a node. enable_particles (Digging particles) bool true [**Filtering] # Use mip mapping to scale textures. May slightly increase performance, # especially when using a high resolution texture pack. # Gamma correct downscaling is not supported. mip_map (Mipmapping) bool false # Use anisotropic filtering when viewing at textures from an angle. anisotropic_filter (Anisotropic filtering) bool false # Use bilinear filtering when scaling textures. bilinear_filter (Bilinear filtering) bool false # Use trilinear filtering when scaling textures. trilinear_filter (Trilinear filtering) bool false # Filtered textures can blend RGB values with fully-transparent neighbors, # which PNG optimizers usually discard, sometimes resulting in a dark or # light edge to transparent textures. Apply this filter to clean that up # at texture load time. texture_clean_transparent (Clean transparent textures) bool false # When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size # for the upscaled textures; higher values look sharper, but require more # memory. Powers of 2 are recommended. Setting this higher than 1 may not # have a visible effect unless bilinear/trilinear/anisotropic filtering is # enabled. # This is also used as the base node texture size for world-aligned # texture autoscaling. texture_min_size (Minimum texture size) int 64 # Experimental option, might cause visible spaces between blocks # when set to higher number than 0. fsaa (FSAA) enum 0 0,1,2,4,8,16 # Undersampling is similar to using lower screen resolution, but it applies # to the game world only, keeping the GUI intact. # It should give significant performance boost at the cost of less detailed image. undersampling (Undersampling) enum 0 0,2,3,4 [**Shaders] # Shaders allow advanced visual effects and may increase performance on some video # cards. # This only works with the OpenGL video backend. enable_shaders (Shaders) bool true # Path to shader directory. If no path is defined, default location will be used. shader_path (Shader path) path [***Tone Mapping] # Enables filmic tone mapping tone_mapping (Filmic tone mapping) bool false [***Bumpmapping] # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack # or need to be auto-generated. # Requires shaders to be enabled. enable_bumpmapping (Bumpmapping) bool false # Enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping to be enabled. generate_normalmaps (Generate normalmaps) bool false # Strength of generated normalmaps. normalmaps_strength (Normalmaps strength) float 0.6 # Defines sampling step of texture. # A higher value results in smoother normal maps. normalmaps_smooth (Normalmaps sampling) int 0 0 2 [***Parallax Occlusion] # Enables parallax occlusion mapping. # Requires shaders to be enabled. enable_parallax_occlusion (Parallax occlusion) bool false # 0 = parallax occlusion with slope information (faster). # 1 = relief mapping (slower, more accurate). parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1 # Strength of parallax. 3d_paralax_strength (Parallax occlusion strength) float 0.025 # Number of parallax occlusion iterations. parallax_occlusion_iterations (Parallax occlusion iterations) int 4 # Overall scale of parallax occlusion effect. parallax_occlusion_scale (Parallax occlusion scale) float 0.08 # Overall bias of parallax occlusion effect, usually scale/2. parallax_occlusion_bias (Parallax occlusion bias) float 0.04 [***Waving Nodes] # Set to true enables waving water. # Requires shaders to be enabled. enable_waving_water (Waving water) bool false water_wave_height (Waving water height) float 1.0 water_wave_length (Waving water length) float 20.0 water_wave_speed (Waving water speed) float 5.0 # Set to true enables waving leaves. # Requires shaders to be enabled. enable_waving_leaves (Waving leaves) bool false # Set to true enables waving plants. # Requires shaders to be enabled. enable_waving_plants (Waving plants) bool false [**Advanced] # Arm inertia, gives a more realistic movement of # the arm when the camera moves. arm_inertia (Arm inertia) bool true # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. fps_max (Maximum FPS) int 60 # Maximum FPS when game is paused. pause_fps_max (FPS in pause menu) int 20 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is # open. pause_on_lost_focus (Pause on lost window focus) bool false # View distance in nodes. viewing_range (Viewing range) int 100 20 4000 # Camera near plane distance in nodes, between 0 and 0.5 # Most users will not need to change this. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. near_plane (Near plane) float 0.1 0 0.5 # Width component of the initial window size. screen_w (Screen width) int 1024 # Height component of the initial window size. screen_h (Screen height) int 600 # Save window size automatically when modified. autosave_screensize (Autosave screen size) bool true # Fullscreen mode. fullscreen (Full screen) bool false # Bits per pixel (aka color depth) in fullscreen mode. fullscreen_bpp (Full screen BPP) int 24 # Vertical screen synchronization. vsync (VSync) bool false # Field of view in degrees. fov (Field of view) int 72 45 160 # Adjust the gamma encoding for the light tables. Higher numbers are brighter. # This setting is for the client only and is ignored by the server. display_gamma (Gamma) float 1.0 0.5 3.0 # Gradient of light curve at minimum light level. lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0 # Gradient of light curve at maximum light level. lighting_beta (Lightness sharpness) float 1.5 0.0 4.0 # Strength of light curve mid-boost. lighting_boost (Light curve mid boost) float 0.2 0.0 1.0 # Center of light curve mid-boost. lighting_boost_center (Light curve mid boost center) float 0.5 0.0 1.0 # Spread of light curve mid-boost. # Standard deviation of the mid-boost gaussian. lighting_boost_spread (Light curve mid boost spread) float 0.2 0.0 1.0 # Path to texture directory. All textures are first searched from here. texture_path (Texture path) path # The rendering back-end for Irrlicht. # A restart is required after changing this. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise. # On other platforms, OpenGL is recommended, and it’s the only driver with # shader support currently. video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2 # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. cloud_radius (Cloud radius) int 12 # Enable view bobbing and amount of view bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. view_bobbing_amount (View bobbing factor) float 1.0 # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. fall_bobbing_amount (Fall bobbing factor) float 0.03 # 3D support. # Currently supported: # - none: no 3d output. # - anaglyph: cyan/magenta color 3d. # - interlaced: odd/even line based polarisation screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. # - crossview: Cross-eyed 3d # - pageflip: quadbuffer based 3d. # Note that the interlaced mode requires shaders to be enabled. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip # In-game chat console height, between 0.1 (10%) and 1.0 (100%). console_height (Console height) float 0.6 0.1 1.0 # In-game chat console background color (R,G,B). console_color (Console color) string (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). console_alpha (Console alpha) int 200 0 255 # Formspec full-screen background opacity (between 0 and 255). formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255 # Formspec full-screen background color (R,G,B). formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0) # Formspec default background opacity (between 0 and 255). formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255 # Formspec default background color (R,G,B). formspec_default_bg_color (Formspec Default Background Color) string (0,0,0) # Selection box border color (R,G,B). selectionbox_color (Selection box color) string (0,0,0) # Width of the selection box lines around nodes. selectionbox_width (Selection box width) int 2 1 5 # Crosshair color (R,G,B). crosshair_color (Crosshair color) string (255,255,255) # Crosshair alpha (opaqueness, between 0 and 255). crosshair_alpha (Crosshair alpha) int 255 0 255 # Maximum number of recent chat messages to show recent_chat_messages (Recent Chat Messages) int 6 2 20 # Whether node texture animations should be desynchronized per mapblock. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true # Maximum proportion of current window to be used for hotbar. # Useful if there's something to be displayed right or left of hotbar. hud_hotbar_max_width (Maximum hotbar width) float 1.0 # Modifies the size of the hudbar elements. hud_scaling (HUD scale factor) float 1.0 # Enables caching of facedir rotated meshes. enable_mesh_cache (Mesh cache) bool false # Delay between mesh updates on the client in ms. Increasing this will slow # down the rate of mesh updates, thus reducing jitter on slower clients. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50 # Size of the MapBlock cache of the mesh generator. Increasing this will # increase the cache hit %, reducing the data being copied from the main # thread, thus reducing jitter. meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000 # Enables minimap. enable_minimap (Minimap) bool true # Shape of the minimap. Enabled = round, disabled = square. minimap_shape_round (Round minimap) bool true # True = 256 # False = 128 # Useable to make minimap smoother on slower machines. minimap_double_scan_height (Minimap scan height) bool true # Make fog and sky colors depend on daytime (dawn/sunset) and view direction. directional_colored_fog (Colored fog) bool true # The strength (darkness) of node ambient-occlusion shading. # Lower is darker, Higher is lighter. The valid range of values for this # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be # set to the nearest valid value. ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0 # Enables animation of inventory items. inventory_items_animations (Inventory items animations) bool false # Fraction of the visible distance at which fog starts to be rendered fog_start (Fog start) float 0.4 0.0 0.99 # Makes all liquids opaque opaque_water (Opaque liquids) bool false # Textures on a node may be aligned either to the node or to the world. # The former mode suits better things like machines, furniture, etc., while # the latter makes stairs and microblocks fit surroundings better. # However, as this possibility is new, thus may not be used by older servers, # this option allows enforcing it for certain node types. Note though that # that is considered EXPERIMENTAL and may not work properly. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox # World-aligned textures may be scaled to span several nodes. However, # the server may not send the scale you want, especially if you use # a specially-designed texture pack; with this option, the client tries # to determine the scale automatically basing on the texture size. # See also texture_min_size. # Warning: This option is EXPERIMENTAL! autoscale_mode (Autoscaling mode) enum disable disable,enable,force # Show entity selection boxes show_entity_selectionbox (Show entity selection boxes) bool true [*Menus] # Use a cloud animation for the main menu background. menu_clouds (Clouds in menu) bool true # Scale GUI by a user specified value. # Use a nearest-neighbor-anti-alias filter to scale the GUI. # This will smooth over some of the rough edges, and blend # pixels when scaling down, at the cost of blurring some # edge pixels when images are scaled by non-integer sizes. gui_scaling (GUI scaling) float 1.0 # When gui_scaling_filter is true, all GUI images need to be # filtered in software, but some images are generated directly # to hardware (e.g. render-to-texture for nodes in inventory). gui_scaling_filter (GUI scaling filter) bool false # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # properly support downloading textures back from hardware. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true # Delay showing tooltips, stated in milliseconds. tooltip_show_delay (Tooltip delay) int 400 # Append item name to tooltip. tooltip_append_itemname (Append item name) bool false # Whether FreeType fonts are used, requires FreeType support to be compiled in. freetype (FreeType fonts) bool true # Path to TrueTypeFont or bitmap. font_path (Font path) filepath fonts/liberationsans.ttf font_size (Font size) int 16 # Font shadow offset, if 0 then shadow will not be drawn. font_shadow (Font shadow) int 1 # Font shadow alpha (opaqueness, between 0 and 255). font_shadow_alpha (Font shadow alpha) int 127 0 255 mono_font_path (Monospace font path) filepath fonts/liberationmono.ttf mono_font_size (Monospace font size) int 15 # This font will be used for certain languages. fallback_font_path (Fallback font) filepath fonts/DroidSansFallbackFull.ttf fallback_font_size (Fallback font size) int 15 fallback_font_shadow (Fallback font shadow) int 1 fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255 # Path to save screenshots at. screenshot_path (Screenshot folder) path # Format of screenshots. screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga # Screenshot quality. Only used for JPEG format. # 1 means worst quality; 100 means best quality. # Use 0 for default quality. screenshot_quality (Screenshot quality) int 0 0 100 [*Advanced] # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. screen_dpi (DPI) int 72 # Windows systems only: Start Minetest with the command line window in the background. # Contains the same information as the file debug.txt (default name). enable_console (Enable console window) bool false [Sound] enable_sound (Sound) bool true sound_volume (Volume) float 0.7 0.0 1.0 mute_sound (Mute sound) bool false [Client] [*Network] # Address to connect to. # Leave this blank to start a local server. # Note that the address field in the main menu overrides this setting. address (Server address) string # Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. remote_port (Remote port) int 30000 1 65535 # Save the map received by the client on disk. enable_local_map_saving (Saving map received from server) bool false # Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. enable_remote_media_server (Connect to external media server) bool true # Enable Lua modding support on client. # This support is experimental and API can change. enable_client_modding (Client modding) bool false # URL to the server list displayed in the Multiplayer Tab. serverlist_url (Serverlist URL) string servers.minetest.net # File in client/serverlist/ that contains your favorite servers displayed in the # Multiplayer Tab. serverlist_file (Serverlist file) string favoriteservers.txt # Maximum size of the out chat queue. # 0 to disable queueing and -1 to make the queue size unlimited. max_out_chat_queue_size (Maximum size of the out chat queue) int 20 # Enable register confirmation when connecting to server. # If disabled, new account will be registered automatically. enable_register_confirmation (Enable register confirmation) bool true [*Advanced] # Timeout for client to remove unused map data from memory. client_unload_unused_data_timeout (Mapblock unload timeout) int 600 # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. client_mapblock_limit (Mapblock limit) int 5000 # Whether to show the client debug info (has the same effect as hitting F5). show_debug (Show debug info) bool false [Server / Singleplayer] # Name of the server, to be displayed when players join and in the serverlist. server_name (Server name) string Minetest server # Description of server, to be displayed when players join and in the serverlist. server_description (Server description) string mine here # Domain name of server, to be displayed in the serverlist. server_address (Server address) string game.minetest.net # Homepage of server, to be displayed in the serverlist. server_url (Server URL) string https://minetest.net # Automatically report to the serverlist. server_announce (Announce server) bool false # Announce to this serverlist. serverlist_url (Serverlist URL) string servers.minetest.net # Remove color codes from incoming chat messages # Use this to stop players from being able to use color in their messages strip_color_codes (Strip color codes) bool false [*Network] # Network port to listen (UDP). # This value will be overridden when starting from the main menu. port (Server port) int 30000 # The network interface that the server listens on. bind_address (Bind address) string # Enable to disallow old clients from connecting. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. strict_protocol_version_checking (Strict protocol checking) bool false # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present will be fetched the usual way. remote_media (Remote media) string # Enable/disable running an IPv6 server. # Ignored if bind_address is set. ipv6_server (IPv6 server) bool false [**Advanced] # Maximum number of blocks that are simultaneously sent per client. # The maximum total count is calculated dynamically: # max_total = ceil((#clients + max_users) * per_client / 4) max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 # Maximum number of packets sent per send step, if you have a slow connection # try reducing it, but don't reduce it to a number below double of targeted # client number. max_packets_per_iteration (Max. packets per iteration) int 1024 [*Game] # Default game when creating a new world. # This will be overridden when creating a world from the main menu. default_game (Default game) string minetest # Message of the day displayed to players connecting. motd (Message of the day) string # Maximum number of players that can be connected simultaneously. max_users (Maximum users) int 15 # World directory (everything in the world is stored here). # Not needed if starting from the main menu. map-dir (Map directory) path # Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. item_entity_ttl (Item entity TTL) int 900 # Enable players getting damage and dying. enable_damage (Damage) bool false # Enable creative mode for new created maps. creative_mode (Creative) bool false # A chosen map seed for a new map, leave empty for random. # Will be overridden when creating a new world in the main menu. fixed_map_seed (Fixed map seed) string # New users need to input this password. default_password (Default password) string # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. default_privs (Default privileges) string interact, shout # Privileges that players with basic_privs can grant basic_privs (Basic privileges) string interact, shout # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true # Defines the maximal player transfer distance in blocks (0 = unlimited). player_transfer_distance (Player transfer distance) int 0 # Whether to allow players to damage and kill each other. enable_pvp (Player versus player) bool true # Enable mod channels support. enable_mod_channels (Mod channels) bool false # If this is set, players will always (re)spawn at the given position. static_spawnpoint (Static spawnpoint) string # If enabled, new players cannot join with an empty password. disallow_empty_password (Disallow empty passwords) bool false # If enabled, disable cheat prevention in multiplayer. disable_anticheat (Disable anticheat) bool false # If enabled, actions are recorded for rollback. # This option is only read when server starts. enable_rollback_recording (Rollback recording) bool false # A message to be displayed to all clients when the server shuts down. kick_msg_shutdown (Shutdown message) string Server shutting down. # A message to be displayed to all clients when the server crashes. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected. # Whether to ask clients to reconnect after a (Lua) crash. # Set this to true if your server is set up to restart automatically. ask_reconnect_on_crash (Ask to reconnect after crash) bool false # From how far clients know about objects, stated in mapblocks (16 nodes). # # Setting this larger than active_block_range will also cause the server # to maintain active objects up to this distance in the direction the # player is looking. (This can avoid mobs suddenly disappearing from view) active_object_send_range_blocks (Active object send range) int 4 # The radius of the volume of blocks around every player that is subject to the # active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. # This is also the minimum range in which active objects (mobs) are maintained. # This should be configured together with active_object_range. active_block_range (Active block range) int 3 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). max_block_send_distance (Max block send distance) int 10 # Maximum number of forceloaded mapblocks. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 # Interval of sending time of day to clients. time_send_interval (Time send interval) int 5 # Controls length of day/night cycle. # Examples: # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. time_speed (Time speed) int 72 # Time of day when a new world is started, in millihours (0-23999). world_start_time (World start time) int 5250 0 23999 # Interval of saving important changes in the world, stated in seconds. server_map_save_interval (Map save interval) float 5.3 # Set the maximum character length of a chat message sent by clients. chat_message_max_size (Chat message max length) int 500 # Amount of messages a player may send per 10 seconds. chat_message_limit_per_10sec (Chat message count limit) float 10.0 # Kick players who sent more than X messages per 10 seconds. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 [**Physics] movement_acceleration_default (Default acceleration) float 3 movement_acceleration_air (Acceleration in air) float 2 movement_acceleration_fast (Fast mode acceleration) float 10 movement_speed_walk (Walking speed) float 4 movement_speed_crouch (Sneaking speed) float 1.35 movement_speed_fast (Fast mode speed) float 20 movement_speed_climb (Climbing speed) float 3 movement_speed_jump (Jumping speed) float 6.5 movement_liquid_fluidity (Liquid fluidity) float 1 movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5 movement_liquid_sink (Liquid sinking speed) float 10 movement_gravity (Gravity) float 9.81 [**Advanced] # Handling for deprecated lua api calls: # - legacy: (try to) mimic old behaviour (default for release). # - log: mimic and log backtrace of deprecated call (default for debug). # - error: abort on usage of deprecated call (suggested for mod developers). deprecated_lua_api_handling (Deprecated Lua API handling) enum legacy legacy,log,error # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between sqlite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 # How much the server will wait before unloading unused mapblocks. # Higher value is smoother, but will use more RAM. server_unload_unused_data_timeout (Unload unused server data) int 29 # Maximum number of statically stored objects in a block. max_objects_per_block (Maximum objects per block) int 64 # See https://www.sqlite.org/pragma.html#pragma_synchronous sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2 # Length of a server tick and the interval at which objects are generally updated over # network. dedicated_server_step (Dedicated server step) float 0.09 # Length of time between active block management cycles active_block_mgmt_interval (Active block management interval) float 2.0 # Length of time between Active Block Modifier (ABM) execution cycles abm_interval (ABM interval) float 1.0 # Length of time between NodeTimer execution cycles nodetimer_interval (NodeTimer interval) float 0.2 # If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. ignore_world_load_errors (Ignore world errors) bool false # Max liquids processed per step. liquid_loop_max (Liquid loop max) int 100000 # The time (in seconds) that the liquids queue may grow beyond processing # capacity until an attempt is made to decrease its size by dumping old queue # items. A value of 0 disables the functionality. liquid_queue_purge_time (Liquid queue purge time) int 0 # Liquid update interval in seconds. liquid_update (Liquid update tick) float 1.0 # At this distance the server will aggressively optimize which blocks are sent to # clients. # Small values potentially improve performance a lot, at the expense of visible # rendering glitches (some blocks will not be rendered under water and in caves, # as well as sometimes on land). # Setting this to a value greater than max_block_send_distance disables this # optimization. # Stated in mapblocks (16 nodes). block_send_optimize_distance (Block send optimize distance) int 4 2 # If enabled the server will perform map block occlusion culling based on # on the eye position of the player. This can reduce the number of blocks # sent to the client 50-80%. The client will not longer receive most invisible # so that the utility of noclip mode is reduced. server_side_occlusion_culling (Server side occlusion culling) bool true # Restricts the access of certain client-side functions on servers. # Combine the byteflags below to restrict client-side features, or set to 0 # for no restrictions: # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods) # CHAT_MESSAGES: 2 (disable send_chat_message call client-side) # READ_ITEMDEFS: 4 (disable get_item_def call client-side) # READ_NODEDEFS: 8 (disable get_node_def call client-side) # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to # csm_restriction_noderange) # READ_PLAYERINFO: 32 (disable get_player_names call client-side) csm_restriction_flags (Client side modding restrictions) int 62 # If the CSM restriction for node range is enabled, get_node calls are limited # to this distance from the player to the node. csm_restriction_noderange (Client side node lookup range restriction) int 0 [*Security] # Prevent mods from doing insecure things like running shell commands. secure.enable_security (Enable mod security) bool true # Comma-separated list of trusted mods that are allowed to access insecure # functions even when mod security is on (via request_insecure_environment()). secure.trusted_mods (Trusted mods) string # Comma-separated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. secure.http_mods (HTTP mods) string [*Advanced] [**Profiling] # Load the game profiler to collect game profiling data. # Provides a /profiler command to access the compiled profile. # Useful for mod developers and server operators. profiler.load (Load the game profiler) bool false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty # The file path relative to your worldpath in which profiles will be saved to. profiler.report_path (Report path) string "" [***Instrumentation] # Instrument the methods of entities on registration. instrument.entity (Entity methods) bool true # Instrument the action function of Active Block Modifiers on registration. instrument.abm (Active Block Modifiers) bool true # Instrument the action function of Loading Block Modifiers on registration. instrument.lbm (Loading Block Modifiers) bool true # Instrument chatcommands on registration. instrument.chatcommand (Chatcommands) bool true # Instrument global callback functions on registration. # (anything you pass to a minetest.register_*() function) instrument.global_callback (Global callbacks) bool true [****Advanced] # Instrument builtin. # This is usually only needed by core/builtin contributors instrument.builtin (Builtin) bool false # Have the profiler instrument itself: # * Instrument an empty function. # This estimates the overhead, that instrumentation is adding (+1 function call). # * Instrument the sampler being used to update the statistics. instrument.profiler (Profiler) bool false [Client and Server] # Name of the player. # When running a server, clients connecting with this name are admins. # When starting from the main menu, this is overridden. name (Player name) string # Set the language. Leave empty to use the system language. # A restart is required after changing this. language (Language) enum ,be,ca,cs,da,de,dv,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,ms,nb,nl,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,tr,uk,zh_CN,zh_TW # Level of logging to be written to debug.txt: # - <nothing> (no logging) # - none (messages with no level) # - error # - warning # - action # - info # - verbose debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose # IPv6 support. enable_ipv6 (IPv6) bool true [*Advanced] # Default timeout for cURL, stated in milliseconds. # Only has an effect if compiled with cURL. curl_timeout (cURL timeout) int 5000 # Limits number of parallel HTTP requests. Affects: # - Media fetch if server uses remote_media setting. # - Serverlist download and server announcement. # - Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. curl_parallel_limit (cURL parallel limit) int 8 # Maximum time in ms a file download (e.g. a mod download) may take. curl_file_download_timeout (cURL file download timeout) int 300000 # Makes DirectX work with LuaJIT. Disable if it causes troubles. high_precision_fpu (High-precision FPU) bool true # Changes the main menu UI: # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc. # - Simple: One singleplayer world, no game or texture pack choosers. May be # necessary for smaller screens. main_menu_style (Main menu style) enum full full,simple # Replaces the default main menu with a custom one. main_menu_script (Main menu script) string # Print the engine's profiling data in regular intervals (in seconds). # 0 = disable. Useful for developers. profiler_print_interval (Engine profiling data print interval) int 0 [Mapgen] # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. # Current mapgens in a highly unstable state: # - The optional floatlands of v7 (disabled by default). mg_name (Mapgen name) enum v7 v5,v6,v7,valleys,carpathian,fractal,flat,singlenode # Water surface level of the world. water_level (Water level) int 1 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). max_block_generate_distance (Max block generate distance) int 8 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. # Value is stored per-world. mapgen_limit (Map generation limit) int 31000 0 31000 # Global map generation attributes. # In Mapgen v6 the 'decorations' flag controls all decorations except trees # and junglegrass, in all other mapgens this flag controls all decorations. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes # Whether dungeons occasionally project from the terrain. projecting_dungeons (Projecting dungeons) bool true [*Biome API temperature and humidity noise parameters] # Temperature variation for biomes. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased # Small-scale temperature variation for blending biomes on borders. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased # Humidity variation for biomes. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased # Small-scale humidity variation for blending biomes on borders. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased [*Mapgen V5] # Map generation attributes specific to Mapgen v5. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns # Controls width of tunnels, a smaller value creates wider tunnels. mgv5_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgv5_large_cave_depth (Large cave depth) int -256 # Y of upper limit of lava in large caves. mgv5_lava_depth (Lava depth) int -256 # Y-level of cavern upper limit. mgv5_cavern_limit (Cavern limit) int -256 # Y-distance over which caverns expand to full size. mgv5_cavern_taper (Cavern taper) int 256 # Defines full size of caverns, smaller values create larger caverns. mgv5_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 [**Noises] # Variation of biome filler depth. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased # Y-level of average terrain surface. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased # First of two 3D noises that together define tunnels. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise defining giant caverns. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # 3D noise defining terrain. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased [*Mapgen V6] # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the new biome system is enabled jungles are automatically enabled and # the 'jungles' flag is ignored. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees # Deserts occur when np_biome exceeds this value. # When the new biome system is enabled, this is ignored. mgv6_freq_desert (Desert noise threshold) float 0.45 # Sandy beaches occur when np_beach exceeds this value. mgv6_freq_beach (Beach noise threshold) float 0.15 # Lower Y limit of dungeons. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 [**Noises] # Y-level of lower terrain and seabed. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased # Y-level of higher terrain that creates cliffs. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased # Varies steepness of cliffs. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased # Defines distribution of higher terrain. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased # Varies depth of biome surface nodes. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased # Defines areas with sandy beaches. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased # Temperature variation for biomes. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased # Variation of number of caves. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased # Humidity variation for biomes. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased # Defines tree areas and tree density. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased # Defines areas where trees have apples. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased [*Mapgen V7] # Map generation attributes specific to Mapgen v7. # 'ridges' enables the rivers. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns # Y of mountain density gradient zero level. Used to shift mountains vertically. mgv7_mount_zero_level (Mountain zero level) int 0 # Controls width of tunnels, a smaller value creates wider tunnels. mgv7_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgv7_large_cave_depth (Large cave depth) int -33 # Y of upper limit of lava in large caves. mgv7_lava_depth (Lava depth) int -256 # Controls the density of mountain-type floatlands. # Is a noise offset added to the 'mgv7_np_mountain' noise value. mgv7_float_mount_density (Floatland mountain density) float 0.6 # Typical maximum height, above and below midpoint, of floatland mountains. mgv7_float_mount_height (Floatland mountain height) float 128.0 # Alters how mountain-type floatlands taper above and below midpoint. mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75 # Y-level of floatland midpoint and lake surface. mgv7_floatland_level (Floatland level) int 1280 # Y-level to which floatland shadows extend. mgv7_shadow_limit (Shadow limit) int 1024 # Y-level of cavern upper limit. mgv7_cavern_limit (Cavern limit) int -256 # Y-distance over which caverns expand to full size. mgv7_cavern_taper (Cavern taper) int 256 # Defines full size of caverns, smaller values create larger caverns. mgv7_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 [**Noises] # Y-level of higher terrain that creates cliffs. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased # Y-level of lower terrain and seabed. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased # Defines distribution of higher terrain and steepness of cliffs. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased # Variation of biome filler depth. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # Variation of maximum mountain height (in nodes). mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased # Defines large-scale river channel structure. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased # Defines areas of floatland smooth terrain. # Smooth floatlands occur when noise > 0. mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased # Variation of hill height and lake depth on floatland smooth terrain. mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 # 3D noise defining structure of river canyon walls. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 # 3D noise defining giant caverns. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # First of two 3D noises that together define tunnels. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 [*Mapgen Carpathian] # Map generation attributes specific to Mapgen Carpathian. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns caverns,nocaverns # Defines the base ground level. mgcarpathian_base_level (Base ground level) float 12.0 # Controls width of tunnels, a smaller value creates wider tunnels. mgcarpathian_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgcarpathian_large_cave_depth (Large cave depth) int -33 # Y of upper limit of lava in large caves. mgcarpathian_lava_depth (Lava depth) int -256 # Y-level of cavern upper limit. mgcarpathian_cavern_limit (Cavern limit) int -256 # Y-distance over which caverns expand to full size. mgcarpathian_cavern_taper (Cavern taper) int 256 # Defines full size of caverns, smaller values create larger caverns. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 [**Noises] # Variation of biome filler depth. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased # First of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased # Second of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased # Third of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased # Fourth of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of rolling hills. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of ridged mountain ranges. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of step mountain ranges. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased # 2D noise that controls the shape/size of rolling hills. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased # 2D noise that controls the shape/size of ridged mountains. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased # 2D noise that controls the shape/size of step mountains. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased # 3D noise for mountain overhangs, cliffs, etc. Usually small variations. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0 # First of two 3D noises that together define tunnels. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise defining giant caverns. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 [*Mapgen Flat] # Map generation attributes specific to Mapgen flat. # Occasional lakes and hills can be added to the flat world. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills # Y of flat ground. mgflat_ground_level (Ground level) int 8 # Y of upper limit of large caves. mgflat_large_cave_depth (Large cave depth) int -33 # Y of upper limit of lava in large caves. mgflat_lava_depth (Lava depth) int -256 # Controls width of tunnels, a smaller value creates wider tunnels. mgflat_cave_width (Cave width) float 0.09 # Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. mgflat_lake_threshold (Lake threshold) float -0.45 # Controls steepness/depth of lake depressions. mgflat_lake_steepness (Lake steepness) float 48.0 # Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. mgflat_hill_threshold (Hill threshold) float 0.45 # Controls steepness/height of hills. mgflat_hill_steepness (Hill steepness) float 64.0 # Lower Y limit of dungeons. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 [**Noises] # Defines location and terrain of optional hills and lakes. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased # Variation of biome filler depth. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # First of two 3D noises that together define tunnels. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 [*Mapgen Fractal] # Controls width of tunnels, a smaller value creates wider tunnels. mgfractal_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgfractal_large_cave_depth (Large cave depth) int -33 # Y of upper limit of lava in large caves. mgfractal_lava_depth (Lava depth) int -256 # Lower Y limit of dungeons. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 # Selects one of 18 fractal types. # 1 = 4D "Roundy" mandelbrot set. # 2 = 4D "Roundy" julia set. # 3 = 4D "Squarry" mandelbrot set. # 4 = 4D "Squarry" julia set. # 5 = 4D "Mandy Cousin" mandelbrot set. # 6 = 4D "Mandy Cousin" julia set. # 7 = 4D "Variation" mandelbrot set. # 8 = 4D "Variation" julia set. # 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set. # 10 = 3D "Mandelbrot/Mandelbar" julia set. # 11 = 3D "Christmas Tree" mandelbrot set. # 12 = 3D "Christmas Tree" julia set. # 13 = 3D "Mandelbulb" mandelbrot set. # 14 = 3D "Mandelbulb" julia set. # 15 = 3D "Cosine Mandelbulb" mandelbrot set. # 16 = 3D "Cosine Mandelbulb" julia set. # 17 = 4D "Mandelbulb" mandelbrot set. # 18 = 4D "Mandelbulb" julia set. mgfractal_fractal (Fractal type) int 1 1 18 # Iterations of the recursive function. # Increasing this increases the amount of fine detail, but also # increases processing load. # At iterations = 20 this mapgen has a similar load to mapgen V7. mgfractal_iterations (Iterations) int 11 # (X,Y,Z) scale of fractal in nodes. # Actual fractal size will be 2 to 3 times larger. # These numbers can be made very large, the fractal does # not have to fit inside the world. # Increase these to 'zoom' into the detail of the fractal. # Default is for a vertically-squashed shape suitable for # an island, set all 3 numbers equal for the raw shape. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world center in units of 'scale'. # Can be used to move a desired point to (0, 0) to create a # suitable spawn point, or to allow 'zooming in' on a desired # point by increasing 'scale'. # The default is tuned for a suitable spawn point for mandelbrot # sets with default parameters, it may need altering in other # situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0) # W coordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. mgfractal_slice_w (Slice w) float 0.0 # Julia set only. # X component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_x (Julia x) float 0.33 # Julia set only. # Y component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_y (Julia y) float 0.33 # Julia set only. # Z component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_z (Julia z) float 0.33 # Julia set only. # W component of hypercomplex constant. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. mgfractal_julia_w (Julia w) float 0.33 [**Noises] # Y-level of seabed. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased # Variation of biome filler depth. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # First of two 3D noises that together define tunnels. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 [*Mapgen Valleys] # Map generation attributes specific to Mapgen Valleys. # 'altitude_chill': Reduces heat with altitude. # 'humid_rivers': Increases humidity around rivers. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers # to become shallower and occasionally dry. # 'altitude_dry': Reduces humidity with altitude. mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers,vary_river_depth,novary_river_depth,altitude_dry,noaltitude_dry # The vertical distance over which heat drops by 20 if 'altitude_chill' is # enabled. Also the vertical distance over which humidity drops by 10 if # 'altitude_dry' is enabled. mgvalleys_altitude_chill (Altitude chill) int 90 # Depth below which you'll find large caves. mgvalleys_large_cave_depth (Large cave depth) int -33 # Y of upper limit of lava in large caves. mgvalleys_lava_depth (Lava depth) int 1 # Depth below which you'll find giant caverns. mgvalleys_cavern_limit (Cavern upper limit) int -256 # Y-distance over which caverns expand to full size. mgvalleys_cavern_taper (Cavern taper) int 192 # Defines full size of caverns, smaller values create larger caverns. mgvalleys_cavern_threshold (Cavern threshold) float 0.6 # How deep to make rivers. mgvalleys_river_depth (River depth) int 4 # How wide to make rivers. mgvalleys_river_size (River size) int 5 # Controls width of tunnels, a smaller value creates wider tunnels. mgvalleys_cave_width (Cave width) float 0.09 # Lower Y limit of dungeons. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 # Upper Y limit of dungeons. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 [**Noises] # First of two 3D noises that together define tunnels. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # The depth of dirt or other biome filler node. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased # 3D noise defining giant caverns. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 # Defines large-scale river channel structure. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased # Base terrain height. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased # Raises terrain to make valleys around the rivers. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased # Slope and fill work together to modify the heights. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 # Amplifies the valleys. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased # Slope and fill work together to modify the heights. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased [*Advanced] # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes). # WARNING!: There is no benefit, and there are several dangers, in # increasing this value above 5. # Reducing this value increases cave and dungeon density. # Altering this value is for special usage, leaving it unchanged is # recommended. chunksize (Chunk size) int 5 # Dump the mapgen debug information. enable_mapgen_debug_info (Mapgen debug) bool false # Maximum number of blocks that can be queued for loading. emergequeue_limit_total (Absolute limit of emerge queues) int 512 # Maximum number of blocks to be queued that are to be loaded from file. # Set to blank for an appropriate amount to be chosen automatically. emergequeue_limit_diskonly (Limit of emerge queues on disk) int 64 # Maximum number of blocks to be queued that are to be generated. # Set to blank for an appropriate amount to be chosen automatically. emergequeue_limit_generate (Limit of emerge queues to generate) int 64 # Number of emerge threads to use. # WARNING: Currently there are multiple bugs that may cause crashes when # 'num_emerge_threads' is larger than 1. Until this warning is removed it is # strongly recommended this value is set to the default '1'. # Value 0: # - Automatic selection. The number of emerge threads will be # - 'number of processors - 2', with a lower limit of 1. # Any other value: # - Specifies the number of emerge threads, with a lower limit of 1. # WARNING: Increasing the number of emerge threads increases engine mapgen # speed, but this may harm game performance by interfering with other # processes, especially in singleplayer and/or when running Lua code in # 'on_generated'. For many users the optimum setting may be '1'. num_emerge_threads (Number of emerge threads) int 1 [Online Content Repository] # The URL for the content repository contentdb_url (ContentDB URL) string https://content.minetest.net # Comma-separated list of flags to hide in the content repository. # "nonfree" can be used to hide packages which do not qualify as 'free software', # as defined by the Free Software Foundation. # You can also specify content ratings. # These flags are independent from Minetest versions, # so see a full list at https://content.minetest.net/help/content_flags/ contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
pgimeno/minetest
builtin/settingtypes.txt
Text
mit
79,882
* !.gitignore
pgimeno/minetest
client/serverlist/.gitignore
Git
mit
14
uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; #define leftImage baseTexture #define rightImage normalTexture #define maskImage textureFlags void main(void) { vec2 uv = gl_TexCoord[0].st; vec4 left = texture2D(leftImage, uv).rgba; vec4 right = texture2D(rightImage, uv).rgba; vec4 mask = texture2D(maskImage, uv).rgba; vec4 color; if (mask.r > 0.5) color = right; else color = left; gl_FragColor = color; }
pgimeno/minetest
client/shaders/3d_interlaced_merge/opengl_fragment.glsl
GLSL
mit
470
void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_Vertex; gl_FrontColor = gl_BackColor = gl_Color; }
pgimeno/minetest
client/shaders/3d_interlaced_merge/opengl_vertex.glsl
GLSL
mit
125
void main(void) { gl_FragColor = gl_Color; }
pgimeno/minetest
client/shaders/default_shader/opengl_fragment.glsl
GLSL
mit
46
uniform mat4 mWorldViewProj; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; gl_FrontColor = gl_BackColor = gl_Color; }
pgimeno/minetest
client/shaders/default_shader/opengl_vertex.glsl
GLSL
mit
173
uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; void main (void) { vec2 uv = gl_TexCoord[0].st; //texture sampling rate const float step = 1.0 / 256.0; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; float t = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r; float r = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r; float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r; float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float l = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r; float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0); float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0; vec4 base = texture2D(baseTexture, uv).rgba; vec3 L = normalize(vec3(0.0, 0.75, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); float diffuse = dot(yawVec, bump.xyz); vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; vec4 col = vec4(color.rgb, base.a); col *= gl_Color; gl_FragColor = vec4(col.rgb, base.a); }
pgimeno/minetest
client/shaders/minimap_shader/opengl_fragment.glsl
GLSL
mit
1,369
uniform mat4 mWorldViewProj; uniform mat4 mWorld; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; gl_FrontColor = gl_BackColor = gl_Color; }
pgimeno/minetest
client/shaders/minimap_shader/opengl_vertex.glsl
GLSL
mit
193
uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; varying float area_enable_parallax; varying vec3 eyeVec; varying vec3 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; bool normalTexturePresent = false; const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); #ifdef ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; B = 0.30; C = 0.10; D = 0.20; E = 0.01; F = 0.30; W = 11.2; equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F */ vec3 uncharted2Tonemap(vec3 x) { return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333; } vec4 applyToneMapping(vec4 color) { color = vec4(pow(color.rgb, vec3(2.2)), color.a); const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a); } #endif void get_texture_flags() { vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); if (flags.r > 0.5) { normalTexturePresent = true; } } float intensity(vec3 color) { return (color.r + color.g + color.b) / 3.0; } float get_rgb_height(vec2 uv) { return intensity(texture2D(baseTexture, uv).rgb); } vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; bump.xyz = normalize(bump.xyz * 2.0 - 1.0); return bump; } float find_intersection(vec2 dp, vec2 ds) { float depth = 1.0; float best_depth = 0.0; float size = 0.0625; for (int i = 0; i < 15; i++) { depth -= size; float h = texture2D(normalTexture, dp + ds * depth).a; if (depth <= h) { best_depth = depth; break; } } depth = best_depth; for (int i = 0; i < 4; i++) { size *= 0.5; float h = texture2D(normalTexture,dp + ds * depth).a; if (depth <= h) { best_depth = depth; depth += size; } else { depth -= size; } } return best_depth; } float find_intersectionRGB(vec2 dp, vec2 ds) { const float depth_step = 1.0 / 24.0; float depth = 1.0; for (int i = 0 ; i < 24 ; i++) { float h = get_rgb_height(dp + ds * depth); if (h >= depth) break; depth -= depth_step; } return depth; } void main(void) { vec3 color; vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; get_texture_flags(); #ifdef ENABLE_PARALLAX_OCCLUSION vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y); const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; #if PARALLAX_OCCLUSION_MODE == 0 // Parallax occlusion with slope information if (normalTexturePresent && area_enable_parallax > 0.0) { for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) { vec4 normal = texture2D(normalTexture, uv.xy); float h = normal.a * scale - bias; uv += h * normal.z * eyeRay; } #endif #if PARALLAX_OCCLUSION_MODE == 1 // Relief mapping if (normalTexturePresent && area_enable_parallax > 0.0) { vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; float dist = find_intersection(uv, ds); uv += dist * ds; #endif } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) { vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; float dist = find_intersectionRGB(uv, ds); uv += dist * ds; } #endif #if USE_NORMALMAPS == 1 if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif #if GENERATE_NORMALMAPS == 1 if (normalTexturePresent == false) { float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } #endif vec4 base = texture2D(baseTexture, uv).rgba; #ifdef ENABLE_BUMPMAPPING if (use_normalmap) { vec3 L = normalize(lightVec); vec3 E = normalize(eyeVec); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0); float diffuse = dot(-E,bump.xyz); color = (diffuse + 0.1 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); #ifdef ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), // the fog will only be rendered correctly if the last operation before the // clamp() is an addition. Else, the clamp() seems to be ignored. // E.g. the following won't work: // float clarity = clamp(fogShadingParameter // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); // As additions usually come for free following a multiplication, the new formula // should be more efficient as well. // Note: clarity = (1 - fogginess) float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col = mix(skyBgColor, col, clarity); col = vec4(col.rgb, base.a); gl_FragColor = col; }
pgimeno/minetest
client/shaders/nodes_shader/opengl_fragment.glsl
GLSL
mit
5,847
uniform mat4 mWorldViewProj; uniform mat4 mWorld; // Color of the light emitted by the sun. uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; // Color of the light emitted by the light sources. const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; float smoothCurve(float x) { return x * x * (3.0 - 2.0 * x); } float triangleWave(float x) { return abs(fract(x + 0.5) * 2.0 - 1.0); } float smoothTriangleWave(float x) { return smoothCurve(triangleWave(x)) * 2.0 - 1.0; } void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; //TODO: make offset depending on view angle and parallax uv displacement //thats for textures that doesnt align vertically, like dirt with grass //gl_TexCoord[0].y += 0.008; //Allow parallax/relief mapping only for certain kind of nodes //Variable is also used to control area of the effect #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; #else area_enable_parallax = 0.0; #endif float disp_x; float disp_z; #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) vec4 pos2 = mWorld * gl_Vertex; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) + smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4; disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) + smoothTriangleWave(animationTimer * 29.0 + tOffset) + smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; #endif #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; pos.y -= 2.0; float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; pos.x += disp_x; pos.y += disp_z * 0.1; pos.z += disp_z; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; if (gl_TexCoord[0].y < 0.05) { pos.x += disp_x; pos.z += disp_z; } gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; #endif vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); if (dist > 150.0) { area_enable_parallax = 0.0; } vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); vec3 normal, tangent, binormal; normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; lightVec = sunPosition - worldPosition; v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); tsLightVec = normalize (v); eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; v.x = dot(eyeVec, tangent); v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); // Calculate color. // Red, green and blue components are pre-multiplied with // the brightness, so now we have to multiply these // colors with the color of the incoming light. // The pre-baked colors are halved to prevent overflow. vec4 color; // The alpha gives the ratio of sunlight in the incoming light. float nightRatio = 1 - gl_Color.a; color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + nightRatio * artificialLight.rgb) * 2; color.a = 1; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp final_color_blend() float brightness = (color.r + color.g + color.b) / 3; color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + 0.07 * brightness); gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); }
pgimeno/minetest
client/shaders/nodes_shader/opengl_vertex.glsl
GLSL
mit
4,403
uniform sampler2D baseTexture; void main(void) { vec2 uv = gl_TexCoord[0].st; vec4 color = texture2D(baseTexture, uv); color.rgb *= gl_Color.rgb; gl_FragColor = color; }
pgimeno/minetest
client/shaders/selection_shader/opengl_fragment.glsl
GLSL
mit
175
uniform mat4 mWorldViewProj; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; gl_FrontColor = gl_BackColor = gl_Color; }
pgimeno/minetest
client/shaders/selection_shader/opengl_vertex.glsl
GLSL
mit
173
uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; bool normalTexturePresent = false; bool texTileableHorizontal = false; bool texTileableVertical = false; bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); void get_texture_flags() { vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); if (flags.r > 0.5) { normalTexturePresent = true; } if (flags.g > 0.5) { texTileableHorizontal = true; } if (flags.b > 0.5) { texTileableVertical = true; } if (texTileableHorizontal && texTileableVertical) { texSeamless = true; } } float intensity(vec3 color) { return (color.r + color.g + color.b) / 3.0; } float get_rgb_height(vec2 uv) { if (texSeamless) { return intensity(texture2D(baseTexture, uv).rgb); } else { return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); } } vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; bump.xyz = normalize(bump.xyz * 2.0 - 1.0); return bump; } void main(void) { vec3 color; vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; get_texture_flags(); #if USE_NORMALMAPS == 1 if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif #if GENERATE_NORMALMAPS == 1 if (normalTexturePresent == false) { float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } #endif vec4 base = texture2D(baseTexture, uv).rgba; #ifdef ENABLE_BUMPMAPPING if (use_normalmap) { vec3 L = normalize(lightVec); vec3 E = normalize(eyeVec); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0); float diffuse = dot(-E,bump.xyz); color = (diffuse + 0.1 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif vec4 col = vec4(color.rgb, base.a); col *= gl_Color; // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), // the fog will only be rendered correctly if the last operation before the // clamp() is an addition. Else, the clamp() seems to be ignored. // E.g. the following won't work: // float clarity = clamp(fogShadingParameter // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); // As additions usually come for free following a multiplication, the new formula // should be more efficient as well. // Note: clarity = (1 - fogginess) float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col = mix(skyBgColor, col, clarity); gl_FragColor = vec4(col.rgb, base.a); }
pgimeno/minetest
client/shaders/wielded_shader/opengl_fragment.glsl
GLSL
mit
3,539
uniform mat4 mWorldViewProj; uniform mat4 mWorld; uniform vec3 eyePosition; uniform float animationTimer; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; const float e = 2.718281828459; const float BS = 10.0; void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); lightVec = sunPosition - worldPosition; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; gl_FrontColor = gl_BackColor = gl_Color; }
pgimeno/minetest
client/shaders/wielded_shader/opengl_vertex.glsl
GLSL
mit
684
print("Loaded example file!, loading more examples") dofile("preview:examples/first.lua")
pgimeno/minetest
clientmods/preview/example.lua
Lua
mit
90
print("loaded first.lua example file")
pgimeno/minetest
clientmods/preview/examples/first.lua
Lua
mit
39
local modname = core.get_current_modname() or "??" local modstorage = core.get_mod_storage() local mod_channel dofile("preview:example.lua") -- This is an example function to ensure it's working properly, should be removed before merge core.register_on_shutdown(function() print("[PREVIEW] shutdown client") end) local id = nil local server_info = core.get_server_info() print("Server version: " .. server_info.protocol_version) print("Server ip: " .. server_info.ip) print("Server address: " .. server_info.address) print("Server port: " .. server_info.port) mod_channel = core.mod_channel_join("experimental_preview") core.after(4, function() if mod_channel:is_writeable() then mod_channel:send_all("preview talk to experimental") end end) core.after(1, function() id = core.localplayer:hud_add({ hud_elem_type = "text", name = "example", number = 0xff0000, position = {x=0, y=1}, offset = {x=8, y=-8}, text = "You are using the preview mod", scale = {x=200, y=60}, alignment = {x=1, y=-1}, }) end) core.register_on_modchannel_message(function(channel, sender, message) print("[PREVIEW][modchannels] Received message `" .. message .. "` on channel `" .. channel .. "` from sender `" .. sender .. "`") core.after(1, function() mod_channel:send_all("CSM preview received " .. message) end) end) core.register_on_modchannel_signal(function(channel, signal) print("[PREVIEW][modchannels] Received signal id `" .. signal .. "` on channel `" .. channel) end) core.register_on_inventory_open(function(inventory) print("INVENTORY OPEN") print(dump(inventory)) return false end) core.register_on_placenode(function(pointed_thing, node) print("The local player place a node!") print("pointed_thing :" .. dump(pointed_thing)) print("node placed :" .. dump(node)) return false end) core.register_on_item_use(function(itemstack, pointed_thing) print("The local player used an item!") print("pointed_thing :" .. dump(pointed_thing)) print("item = " .. itemstack:get_name()) return false end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_on_receiving_chat_message(function(message) print("[PREVIEW] Received message " .. message) return false end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_on_sending_chat_message(function(message) print("[PREVIEW] Sending message " .. message) return false end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_on_hp_modification(function(hp) print("[PREVIEW] HP modified " .. hp) end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_on_damage_taken(function(hp) print("[PREVIEW] Damage taken " .. hp) end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_globalstep(function(dtime) -- print("[PREVIEW] globalstep " .. dtime) end) -- This is an example function to ensure it's working properly, should be removed before merge core.register_chatcommand("dump", { func = function(param) return true, dump(_G) end, }) core.register_chatcommand("colorize_test", { func = function(param) return true, core.colorize("red", param) end, }) core.register_chatcommand("test_node", { func = function(param) core.display_chat_message(dump(core.get_node({x=0, y=0, z=0}))) core.display_chat_message(dump(core.get_node_or_nil({x=0, y=0, z=0}))) end, }) local function preview_minimap() local minimap = core.ui.minimap if not minimap then print("[PREVIEW] Minimap is disabled. Skipping.") return end minimap:set_mode(4) minimap:show() minimap:set_pos({x=5, y=50, z=5}) minimap:set_shape(math.random(0, 1)) print("[PREVIEW] Minimap: mode => " .. dump(minimap:get_mode()) .. " position => " .. dump(minimap:get_pos()) .. " angle => " .. dump(minimap:get_angle())) end core.after(2, function() print("[PREVIEW] loaded " .. modname .. " mod") modstorage:set_string("current_mod", modname) print(modstorage:get_string("current_mod")) preview_minimap() end) core.after(5, function() if core.ui.minimap then core.ui.minimap:show() end print("[PREVIEW] Day count: " .. core.get_day_count() .. " time of day " .. core.get_timeofday()) print("[PREVIEW] Node level: " .. core.get_node_level({x=0, y=20, z=0}) .. " max level " .. core.get_node_max_level({x=0, y=20, z=0})) print("[PREVIEW] Find node near: " .. dump(core.find_node_near({x=0, y=20, z=0}, 10, {"group:tree", "default:dirt", "default:stone"}))) end) core.register_on_dignode(function(pos, node) print("The local player dug a node!") print("pos:" .. dump(pos)) print("node:" .. dump(node)) return false end) core.register_on_punchnode(function(pos, node) print("The local player punched a node!") local itemstack = core.get_wielded_item() --[[ -- getters print(dump(itemstack:is_empty())) print(dump(itemstack:get_name())) print(dump(itemstack:get_count())) print(dump(itemstack:get_wear())) print(dump(itemstack:get_meta())) print(dump(itemstack:get_metadata() print(dump(itemstack:is_known())) --print(dump(itemstack:get_definition())) print(dump(itemstack:get_tool_capabilities())) print(dump(itemstack:to_string())) print(dump(itemstack:to_table())) -- setters print(dump(itemstack:set_name("default:dirt"))) print(dump(itemstack:set_count("95"))) print(dump(itemstack:set_wear(934))) print(dump(itemstack:get_meta())) print(dump(itemstack:get_metadata())) --]] print(dump(itemstack:to_table())) print("pos:" .. dump(pos)) print("node:" .. dump(node)) return false end) core.register_chatcommand("privs", { func = function(param) return true, core.privs_to_string(minetest.get_privilege_list()) end, }) core.register_chatcommand("text", { func = function(param) return core.localplayer:hud_change(id, "text", param) end, }) core.register_on_mods_loaded(function() core.log("Yeah preview mod is loaded with other CSM mods.") end)
pgimeno/minetest
clientmods/preview/init.lua
Lua
mit
6,082
mark_as_advanced(CURL_LIBRARY CURL_INCLUDE_DIR) find_library(CURL_LIBRARY NAMES curl) find_path(CURL_INCLUDE_DIR NAMES curl/curl.h) set(CURL_REQUIRED_VARS CURL_LIBRARY CURL_INCLUDE_DIR) if(WIN32) find_file(CURL_DLL NAMES libcurl-4.dll PATHS "C:/Windows/System32" DOC "Path to the cURL DLL (for installation)") mark_as_advanced(CURL_DLL) set(CURL_REQUIRED_VARS ${CURL_REQUIRED_VARS} CURL_DLL) endif() include(FindPackageHandleStandardArgs) find_package_handle_standard_args(CURL DEFAULT_MSG ${CURL_REQUIRED_VARS})
pgimeno/minetest
cmake/Modules/FindCURL.cmake
CMake
mit
527
option(ENABLE_SYSTEM_GMP "Use GMP from system" TRUE) mark_as_advanced(GMP_LIBRARY GMP_INCLUDE_DIR) set(USE_SYSTEM_GMP FALSE) if(ENABLE_SYSTEM_GMP) find_library(GMP_LIBRARY NAMES gmp) find_path(GMP_INCLUDE_DIR NAMES gmp.h) if(GMP_LIBRARY AND GMP_INCLUDE_DIR) message (STATUS "Using GMP provided by system.") set(USE_SYSTEM_GMP TRUE) else() message (STATUS "Detecting GMP from system failed.") endif() else() message (STATUS "Detecting GMP from system disabled! (ENABLE_SYSTEM_GMP=0)") endif() if(NOT USE_SYSTEM_GMP) message(STATUS "Using bundled mini-gmp library.") set(GMP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/gmp) set(GMP_LIBRARY gmp) add_subdirectory(lib/gmp) endif() include(FindPackageHandleStandardArgs) find_package_handle_standard_args(GMP DEFAULT_MSG GMP_LIBRARY GMP_INCLUDE_DIR)
pgimeno/minetest
cmake/Modules/FindGMP.cmake
CMake
mit
815
set(CUSTOM_GETTEXT_PATH "${PROJECT_SOURCE_DIR}/../../gettext" CACHE FILEPATH "path to custom gettext") find_path(GETTEXT_INCLUDE_DIR NAMES libintl.h PATHS "${CUSTOM_GETTEXT_PATH}/include" DOC "GetText include directory") find_program(GETTEXT_MSGFMT NAMES msgfmt PATHS "${CUSTOM_GETTEXT_PATH}/bin" DOC "Path to msgfmt") set(GETTEXT_REQUIRED_VARS GETTEXT_INCLUDE_DIR GETTEXT_MSGFMT) if(APPLE) find_library(GETTEXT_LIBRARY NAMES libintl.a PATHS "${CUSTOM_GETTEXT_PATH}/lib" DOC "GetText library") find_library(ICONV_LIBRARY NAMES libiconv.dylib PATHS "/usr/lib" DOC "IConv library") set(GETTEXT_REQUIRED_VARS ${GETTEXT_REQUIRED_VARS} GETTEXT_LIBRARY ICONV_LIBRARY) endif(APPLE) # Modern Linux, as well as OSX, does not require special linking because # GetText is part of glibc. # TODO: check the requirements on other BSDs and older Linux if(WIN32) if(MSVC) set(GETTEXT_LIB_NAMES libintl.lib intl.lib libintl3.lib intl3.lib) else() set(GETTEXT_LIB_NAMES libintl.dll.a intl.dll.a libintl3.dll.a intl3.dll.a) endif() find_library(GETTEXT_LIBRARY NAMES ${GETTEXT_LIB_NAMES} PATHS "${CUSTOM_GETTEXT_PATH}/lib" DOC "GetText library") find_file(GETTEXT_DLL NAMES libintl.dll intl.dll libintl3.dll intl3.dll PATHS "${CUSTOM_GETTEXT_PATH}/bin" "${CUSTOM_GETTEXT_PATH}/lib" DOC "gettext *intl*.dll") find_file(GETTEXT_ICONV_DLL NAMES libiconv2.dll PATHS "${CUSTOM_GETTEXT_PATH}/bin" "${CUSTOM_GETTEXT_PATH}/lib" DOC "gettext *iconv*.lib") set(GETTEXT_REQUIRED_VARS ${GETTEXT_REQUIRED_VARS} GETTEXT_DLL GETTEXT_ICONV_DLL) endif(WIN32) include(FindPackageHandleStandardArgs) find_package_handle_standard_args(GetText DEFAULT_MSG ${GETTEXT_REQUIRED_VARS}) if(GETTEXT_FOUND) # BSD variants require special linkage as they don't use glibc if(${CMAKE_SYSTEM_NAME} MATCHES "BSD|DragonFly") set(GETTEXT_LIBRARY "intl") endif() set(GETTEXT_PO_PATH ${CMAKE_SOURCE_DIR}/po) set(GETTEXT_MO_BUILD_PATH ${CMAKE_BINARY_DIR}/locale/<locale>/LC_MESSAGES) set(GETTEXT_MO_DEST_PATH ${LOCALEDIR}/<locale>/LC_MESSAGES) file(GLOB GETTEXT_AVAILABLE_LOCALES RELATIVE ${GETTEXT_PO_PATH} "${GETTEXT_PO_PATH}/*") list(REMOVE_ITEM GETTEXT_AVAILABLE_LOCALES minetest.pot) list(REMOVE_ITEM GETTEXT_AVAILABLE_LOCALES timestamp) macro(SET_MO_PATHS _buildvar _destvar _locale) string(REPLACE "<locale>" ${_locale} ${_buildvar} ${GETTEXT_MO_BUILD_PATH}) string(REPLACE "<locale>" ${_locale} ${_destvar} ${GETTEXT_MO_DEST_PATH}) endmacro() endif()
pgimeno/minetest
cmake/Modules/FindGettextLib.cmake
CMake
mit
2,490
mark_as_advanced(IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR IRRLICHT_DLL) set(IRRLICHT_SOURCE_DIR "" CACHE PATH "Path to irrlicht source directory (optional)") # Find include directory if(NOT IRRLICHT_SOURCE_DIR STREQUAL "") set(IRRLICHT_SOURCE_DIR_INCLUDE "${IRRLICHT_SOURCE_DIR}/include" ) set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a Irrlicht Irrlicht.lib) if(WIN32) if(MSVC) set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Win32-visualstudio") set(IRRLICHT_LIBRARY_NAMES Irrlicht.lib) else() set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Win32-gcc") set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a libIrrlicht.dll.a) endif() else() set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Linux") set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a) endif() find_path(IRRLICHT_INCLUDE_DIR NAMES irrlicht.h PATHS ${IRRLICHT_SOURCE_DIR_INCLUDE} NO_DEFAULT_PATH ) find_library(IRRLICHT_LIBRARY NAMES ${IRRLICHT_LIBRARY_NAMES} PATHS ${IRRLICHT_SOURCE_DIR_LIBS} NO_DEFAULT_PATH ) else() find_path(IRRLICHT_INCLUDE_DIR NAMES irrlicht.h PATHS /usr/local/include/irrlicht /usr/include/irrlicht /system/develop/headers/irrlicht #Haiku ) find_library(IRRLICHT_LIBRARY NAMES libIrrlicht.so libIrrlicht.a Irrlicht PATHS /usr/local/lib /usr/lib /system/develop/lib # Haiku ) endif() # On Windows, find the DLL for installation if(WIN32) if(MSVC) set(IRRLICHT_COMPILER "VisualStudio") else() set(IRRLICHT_COMPILER "gcc") endif() find_file(IRRLICHT_DLL NAMES Irrlicht.dll PATHS "${IRRLICHT_SOURCE_DIR}/bin/Win32-${IRRLICHT_COMPILER}" DOC "Path of the Irrlicht dll (for installation)" ) endif(WIN32) include(FindPackageHandleStandardArgs) find_package_handle_standard_args(Irrlicht DEFAULT_MSG IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR)
pgimeno/minetest
cmake/Modules/FindIrrlicht.cmake
CMake
mit
1,809
# Look for JSONCPP if asked to. # We use a bundled version by default because some distros ship versions of # JSONCPP that cause segfaults and other memory errors when we link with them. # See https://github.com/minetest/minetest/issues/1793 mark_as_advanced(JSON_LIBRARY JSON_INCLUDE_DIR) option(ENABLE_SYSTEM_JSONCPP "Enable using a system-wide JSONCPP. May cause segfaults and other memory errors!" FALSE) if(ENABLE_SYSTEM_JSONCPP) find_library(JSON_LIBRARY NAMES jsoncpp) find_path(JSON_INCLUDE_DIR json/features.h PATH_SUFFIXES jsoncpp) include(FindPackageHandleStandardArgs) find_package_handle_standard_args(JSONCPP DEFAULT_MSG JSON_LIBRARY JSON_INCLUDE_DIR) if(JSONCPP_FOUND) message(STATUS "Using system JSONCPP library.") endif() endif() if(NOT JSONCPP_FOUND) message(STATUS "Using bundled JSONCPP library.") set(JSON_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/jsoncpp) set(JSON_LIBRARY jsoncpp) add_subdirectory(lib/jsoncpp) endif()
pgimeno/minetest
cmake/Modules/FindJson.cmake
CMake
mit
963
# Look for Lua library to use # This selects LuaJIT by default option(ENABLE_LUAJIT "Enable LuaJIT support" TRUE) set(USE_LUAJIT FALSE) option(REQUIRE_LUAJIT "Require LuaJIT support" FALSE) if(REQUIRE_LUAJIT) set(ENABLE_LUAJIT TRUE) endif() if(ENABLE_LUAJIT) find_package(LuaJIT) if(LUAJIT_FOUND) set(USE_LUAJIT TRUE) message (STATUS "Using LuaJIT provided by system.") elseif(REQUIRE_LUAJIT) message(FATAL_ERROR "LuaJIT not found whereas REQUIRE_LUAJIT=\"TRUE\" is used.\n" "To continue, either install LuaJIT or do not use REQUIRE_LUAJIT=\"TRUE\".") endif() else() message (STATUS "LuaJIT detection disabled! (ENABLE_LUAJIT=0)") endif() if(NOT USE_LUAJIT) message(STATUS "LuaJIT not found, using bundled Lua.") set(LUA_LIBRARY lua) set(LUA_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/lua/src) add_subdirectory(lib/lua) endif()
pgimeno/minetest
cmake/Modules/FindLua.cmake
CMake
mit
850
# Locate LuaJIT library # This module defines # LUAJIT_FOUND, if false, do not try to link to Lua # LUA_INCLUDE_DIR, where to find lua.h # LUA_VERSION_STRING, the version of Lua found (since CMake 2.8.8) # # This module is similar to FindLua51.cmake except that it finds LuaJit instead. FIND_PATH(LUA_INCLUDE_DIR luajit.h HINTS $ENV{LUA_DIR} PATH_SUFFIXES include/luajit-2.1 include/luajit-2.0 include/luajit-5_1-2.1 include/luajit-5_1-2.0 include PATHS ~/Library/Frameworks /Library/Frameworks /sw # Fink /opt/local # DarwinPorts /opt/csw # Blastwave /opt ) FIND_LIBRARY(LUA_LIBRARY NAMES luajit-5.1 HINTS $ENV{LUA_DIR} PATH_SUFFIXES lib64 lib PATHS ~/Library/Frameworks /Library/Frameworks /sw /opt/local /opt/csw /opt ) IF(LUA_INCLUDE_DIR AND EXISTS "${LUA_INCLUDE_DIR}/luajit.h") FILE(STRINGS "${LUA_INCLUDE_DIR}/luajit.h" lua_version_str REGEX "^#define[ \t]+LUA_RELEASE[ \t]+\"LuaJIT .+\"") STRING(REGEX REPLACE "^#define[ \t]+LUA_RELEASE[ \t]+\"LuaJIT ([^\"]+)\".*" "\\1" LUA_VERSION_STRING "${lua_version_str}") UNSET(lua_version_str) ENDIF() INCLUDE(FindPackageHandleStandardArgs) # handle the QUIETLY and REQUIRED arguments and set LUAJIT_FOUND to TRUE if # all listed variables are TRUE FIND_PACKAGE_HANDLE_STANDARD_ARGS(LuaJit REQUIRED_VARS LUA_LIBRARY LUA_INCLUDE_DIR VERSION_VAR LUA_VERSION_STRING) MARK_AS_ADVANCED(LUA_INCLUDE_DIR LUA_LIBRARY LUA_MATH_LIBRARY)
pgimeno/minetest
cmake/Modules/FindLuaJIT.cmake
CMake
mit
1,411
#.rst: # FindNcursesw # ------------ # # Find the ncursesw (wide ncurses) include file and library. # # Based on FindCurses.cmake which comes with CMake. # # Checks for ncursesw first. If not found, it then executes the # regular old FindCurses.cmake to look for for ncurses (or curses). # # # Result Variables # ^^^^^^^^^^^^^^^^ # # This module defines the following variables: # # ``CURSES_FOUND`` # True if curses is found. # ``NCURSESW_FOUND`` # True if ncursesw is found. # ``CURSES_INCLUDE_DIRS`` # The include directories needed to use Curses. # ``CURSES_LIBRARIES`` # The libraries needed to use Curses. # ``CURSES_HAVE_CURSES_H`` # True if curses.h is available. # ``CURSES_HAVE_NCURSES_H`` # True if ncurses.h is available. # ``CURSES_HAVE_NCURSES_NCURSES_H`` # True if ``ncurses/ncurses.h`` is available. # ``CURSES_HAVE_NCURSES_CURSES_H`` # True if ``ncurses/curses.h`` is available. # ``CURSES_HAVE_NCURSESW_NCURSES_H`` # True if ``ncursesw/ncurses.h`` is available. # ``CURSES_HAVE_NCURSESW_CURSES_H`` # True if ``ncursesw/curses.h`` is available. # # Set ``CURSES_NEED_NCURSES`` to ``TRUE`` before the # ``find_package(Ncursesw)`` call if NCurses functionality is required. # #============================================================================= # Copyright 2001-2014 Kitware, Inc. # modifications: Copyright 2015 kahrl <kahrl@gmx.net> # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in the # documentation and/or other materials provided with the distribution. # # * Neither the names of Kitware, Inc., the Insight Software Consortium, # nor the names of their contributors may be used to endorse or promote # products derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR # A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT # HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, # SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT # LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, # DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY # THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. # # ------------------------------------------------------------------------------ # # The above copyright and license notice applies to distributions of # CMake in source and binary form. Some source files contain additional # notices of original copyright by their contributors; see each source # for details. Third-party software packages supplied with CMake under # compatible licenses provide their own copyright notices documented in # corresponding subdirectories. # # ------------------------------------------------------------------------------ # # CMake was initially developed by Kitware with the following sponsorship: # # * National Library of Medicine at the National Institutes of Health # as part of the Insight Segmentation and Registration Toolkit (ITK). # # * US National Labs (Los Alamos, Livermore, Sandia) ASC Parallel # Visualization Initiative. # # * National Alliance for Medical Image Computing (NAMIC) is funded by the # National Institutes of Health through the NIH Roadmap for Medical Research, # Grant U54 EB005149. # # * Kitware, Inc. #============================================================================= include(CheckLibraryExists) find_library(CURSES_NCURSESW_LIBRARY NAMES ncursesw DOC "Path to libncursesw.so or .lib or .a") set(CURSES_USE_NCURSES FALSE) set(CURSES_USE_NCURSESW FALSE) if(CURSES_NCURSESW_LIBRARY) set(CURSES_USE_NCURSES TRUE) set(CURSES_USE_NCURSESW TRUE) endif() if(CURSES_USE_NCURSESW) get_filename_component(_cursesLibDir "${CURSES_NCURSESW_LIBRARY}" PATH) get_filename_component(_cursesParentDir "${_cursesLibDir}" PATH) find_path(CURSES_INCLUDE_PATH NAMES ncursesw/ncurses.h ncursesw/curses.h ncurses.h curses.h HINTS "${_cursesParentDir}/include" ) # Previous versions of FindCurses provided these values. if(NOT DEFINED CURSES_LIBRARY) set(CURSES_LIBRARY "${CURSES_NCURSESW_LIBRARY}") endif() CHECK_LIBRARY_EXISTS("${CURSES_NCURSESW_LIBRARY}" cbreak "" CURSES_NCURSESW_HAS_CBREAK) if(NOT CURSES_NCURSESW_HAS_CBREAK) find_library(CURSES_EXTRA_LIBRARY tinfo HINTS "${_cursesLibDir}" DOC "Path to libtinfo.so or .lib or .a") find_library(CURSES_EXTRA_LIBRARY tinfo ) endif() # Report whether each possible header name exists in the include directory. if(NOT DEFINED CURSES_HAVE_NCURSESW_NCURSES_H) if(EXISTS "${CURSES_INCLUDE_PATH}/ncursesw/ncurses.h") set(CURSES_HAVE_NCURSESW_NCURSES_H "${CURSES_INCLUDE_PATH}/ncursesw/ncurses.h") else() set(CURSES_HAVE_NCURSESW_NCURSES_H "CURSES_HAVE_NCURSESW_NCURSES_H-NOTFOUND") endif() endif() if(NOT DEFINED CURSES_HAVE_NCURSESW_CURSES_H) if(EXISTS "${CURSES_INCLUDE_PATH}/ncursesw/curses.h") set(CURSES_HAVE_NCURSESW_CURSES_H "${CURSES_INCLUDE_PATH}/ncursesw/curses.h") else() set(CURSES_HAVE_NCURSESW_CURSES_H "CURSES_HAVE_NCURSESW_CURSES_H-NOTFOUND") endif() endif() if(NOT DEFINED CURSES_HAVE_NCURSES_H) if(EXISTS "${CURSES_INCLUDE_PATH}/ncurses.h") set(CURSES_HAVE_NCURSES_H "${CURSES_INCLUDE_PATH}/ncurses.h") else() set(CURSES_HAVE_NCURSES_H "CURSES_HAVE_NCURSES_H-NOTFOUND") endif() endif() if(NOT DEFINED CURSES_HAVE_CURSES_H) if(EXISTS "${CURSES_INCLUDE_PATH}/curses.h") set(CURSES_HAVE_CURSES_H "${CURSES_INCLUDE_PATH}/curses.h") else() set(CURSES_HAVE_CURSES_H "CURSES_HAVE_CURSES_H-NOTFOUND") endif() endif() find_library(CURSES_FORM_LIBRARY form HINTS "${_cursesLibDir}" DOC "Path to libform.so or .lib or .a") find_library(CURSES_FORM_LIBRARY form ) # Need to provide the *_LIBRARIES set(CURSES_LIBRARIES ${CURSES_LIBRARY}) if(CURSES_EXTRA_LIBRARY) set(CURSES_LIBRARIES ${CURSES_LIBRARIES} ${CURSES_EXTRA_LIBRARY}) endif() if(CURSES_FORM_LIBRARY) set(CURSES_LIBRARIES ${CURSES_LIBRARIES} ${CURSES_FORM_LIBRARY}) endif() # Provide the *_INCLUDE_DIRS result. set(CURSES_INCLUDE_DIRS ${CURSES_INCLUDE_PATH}) set(CURSES_INCLUDE_DIR ${CURSES_INCLUDE_PATH}) # compatibility # handle the QUIETLY and REQUIRED arguments and set CURSES_FOUND to TRUE if # all listed variables are TRUE include(FindPackageHandleStandardArgs) FIND_PACKAGE_HANDLE_STANDARD_ARGS(Ncursesw DEFAULT_MSG CURSES_LIBRARY CURSES_INCLUDE_PATH) set(CURSES_FOUND ${NCURSESW_FOUND}) else() find_package(Curses) set(NCURSESW_FOUND FALSE) endif() mark_as_advanced( CURSES_INCLUDE_PATH CURSES_CURSES_LIBRARY CURSES_NCURSES_LIBRARY CURSES_NCURSESW_LIBRARY CURSES_EXTRA_LIBRARY CURSES_FORM_LIBRARY )
pgimeno/minetest
cmake/Modules/FindNcursesw.cmake
CMake
mit
7,449
#------------------------------------------------------------------- # This file is stolen from part of the CMake build system for OGRE (Object-oriented Graphics Rendering Engine) http://www.ogre3d.org/ # # The contents of this file are placed in the public domain. Feel # free to make use of it in any way you like. #------------------------------------------------------------------- # - Try to find OpenGLES and EGL # Once done this will define # # OPENGLES2_FOUND - system has OpenGLES # OPENGLES2_INCLUDE_DIR - the GL include directory # OPENGLES2_LIBRARIES - Link these to use OpenGLES # # EGL_FOUND - system has EGL # EGL_INCLUDE_DIR - the EGL include directory # EGL_LIBRARIES - Link these to use EGL # Win32, Apple, and Android are not tested! # Linux tested and works if(WIN32) if(CYGWIN) find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h) find_library(OPENGLES2_LIBRARY libGLESv2) else() if(BORLAND) set(OPENGLES2_LIBRARY import32 CACHE STRING "OpenGL ES 2.x library for Win32") else() # TODO # set(OPENGLES_LIBRARY ${SOURCE_DIR}/Dependencies/lib/release/libGLESv2.lib CACHE STRING "OpenGL ES 2.x library for win32" endif() endif() elseif(APPLE) create_search_paths(/Developer/Platforms) findpkg_framework(OpenGLES2) set(OPENGLES2_LIBRARY "-framework OpenGLES") else() find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h PATHS /usr/openwin/share/include /opt/graphics/OpenGL/include /usr/X11R6/include /usr/include ) find_library(OPENGLES2_LIBRARY NAMES GLESv2 PATHS /opt/graphics/OpenGL/lib /usr/openwin/lib /usr/shlib /usr/X11R6/lib /usr/lib ) if(NOT BUILD_ANDROID) find_path(EGL_INCLUDE_DIR EGL/egl.h PATHS /usr/openwin/share/include /opt/graphics/OpenGL/include /usr/X11R6/include /usr/include ) find_library(EGL_LIBRARY NAMES EGL PATHS /opt/graphics/OpenGL/lib /usr/openwin/lib /usr/shlib /usr/X11R6/lib /usr/lib ) # On Unix OpenGL usually requires X11. # It doesn't require X11 on OSX. if(OPENGLES2_LIBRARY) if(NOT X11_FOUND) include(FindX11) endif() if(X11_FOUND) set(OPENGLES2_LIBRARIES ${X11_LIBRARIES}) endif() endif() endif() endif() set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARIES} ${OPENGLES2_LIBRARY}) if(BUILD_ANDROID) if(OPENGLES2_LIBRARY) set(EGL_LIBRARIES) set(OPENGLES2_FOUND TRUE) endif() else() if(OPENGLES2_LIBRARY AND EGL_LIBRARY) set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARY} ${OPENGLES2_LIBRARIES}) set(EGL_LIBRARIES ${EGL_LIBRARY} ${EGL_LIBRARIES}) set(OPENGLES2_FOUND TRUE) endif() endif() mark_as_advanced( OPENGLES2_INCLUDE_DIR OPENGLES2_LIBRARY EGL_INCLUDE_DIR EGL_LIBRARY ) if(OPENGLES2_FOUND) message(STATUS "Found system OpenGL ES 2 library: ${OPENGLES2_LIBRARIES}") else() set(OPENGLES2_LIBRARIES "") endif()
pgimeno/minetest
cmake/Modules/FindOpenGLES2.cmake
CMake
mit
2,826
mark_as_advanced(SQLITE3_LIBRARY SQLITE3_INCLUDE_DIR) find_path(SQLITE3_INCLUDE_DIR sqlite3.h) find_library(SQLITE3_LIBRARY NAMES sqlite3) include(FindPackageHandleStandardArgs) find_package_handle_standard_args(SQLite3 DEFAULT_MSG SQLITE3_LIBRARY SQLITE3_INCLUDE_DIR)
pgimeno/minetest
cmake/Modules/FindSQLite3.cmake
CMake
mit
274
# - Find vorbis # Find the native vorbis includes and libraries # # VORBIS_INCLUDE_DIR - where to find vorbis.h, etc. # OGG_INCLUDE_DIR - where to find ogg/ogg.h, etc. # VORBIS_LIBRARIES - List of libraries when using vorbis(file). # VORBIS_FOUND - True if vorbis found. if(NOT GP2XWIZ) if(VORBIS_INCLUDE_DIR) # Already in cache, be silent set(VORBIS_FIND_QUIETLY TRUE) endif(VORBIS_INCLUDE_DIR) find_path(OGG_INCLUDE_DIR ogg/ogg.h) find_path(VORBIS_INCLUDE_DIR vorbis/vorbisfile.h) # MSVC built ogg/vorbis may be named ogg_static and vorbis_static find_library(OGG_LIBRARY NAMES ogg ogg_static) find_library(VORBIS_LIBRARY NAMES vorbis vorbis_static) find_library(VORBISFILE_LIBRARY NAMES vorbisfile vorbisfile_static) # Handle the QUIETLY and REQUIRED arguments and set VORBIS_FOUND # to TRUE if all listed variables are TRUE. include(FindPackageHandleStandardArgs) find_package_handle_standard_args(VORBIS DEFAULT_MSG OGG_INCLUDE_DIR VORBIS_INCLUDE_DIR OGG_LIBRARY VORBIS_LIBRARY VORBISFILE_LIBRARY) else(NOT GP2XWIZ) find_path(VORBIS_INCLUDE_DIR tremor/ivorbisfile.h) find_library(VORBIS_LIBRARY NAMES vorbis_dec) find_package_handle_standard_args(VORBIS DEFAULT_MSG VORBIS_INCLUDE_DIR VORBIS_LIBRARY) endif(NOT GP2XWIZ) if(VORBIS_FOUND) if(NOT GP2XWIZ) set(VORBIS_LIBRARIES ${VORBISFILE_LIBRARY} ${VORBIS_LIBRARY} ${OGG_LIBRARY}) else(NOT GP2XWIZ) set(VORBIS_LIBRARIES ${VORBIS_LIBRARY}) endif(NOT GP2XWIZ) else(VORBIS_FOUND) set(VORBIS_LIBRARIES) endif(VORBIS_FOUND) mark_as_advanced(OGG_INCLUDE_DIR VORBIS_INCLUDE_DIR) mark_as_advanced(OGG_LIBRARY VORBIS_LIBRARY VORBISFILE_LIBRARY)
pgimeno/minetest
cmake/Modules/FindVorbis.cmake
CMake
mit
1,742
# Always run during 'make' if(DEVELOPMENT_BUILD) execute_process(COMMAND git rev-parse --short HEAD WORKING_DIRECTORY "${GENERATE_VERSION_SOURCE_DIR}" OUTPUT_VARIABLE VERSION_GITHASH OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET) if(VERSION_GITHASH) set(VERSION_GITHASH "${VERSION_STRING}-${VERSION_GITHASH}") execute_process(COMMAND git diff-index --quiet HEAD WORKING_DIRECTORY "${GENERATE_VERSION_SOURCE_DIR}" RESULT_VARIABLE IS_DIRTY) if(IS_DIRTY) set(VERSION_GITHASH "${VERSION_GITHASH}-dirty") endif() message(STATUS "*** Detected Git version ${VERSION_GITHASH} ***") endif() endif() if(NOT VERSION_GITHASH) set(VERSION_GITHASH "${VERSION_STRING}") endif() configure_file( ${GENERATE_VERSION_SOURCE_DIR}/cmake_config_githash.h.in ${GENERATE_VERSION_BINARY_DIR}/cmake_config_githash.h)
pgimeno/minetest
cmake/Modules/GenerateVersion.cmake
CMake
mit
824
# Project properties PROJECT_NAME = @PROJECT_NAME_CAPITALIZED@ PROJECT_NUMBER = @VERSION_STRING@ PROJECT_LOGO = @CMAKE_CURRENT_SOURCE_DIR@/misc/minetest.svg # Parsing JAVADOC_AUTOBRIEF = YES EXTRACT_ALL = YES EXTRACT_PRIVATE = YES EXTRACT_STATIC = YES SORT_MEMBERS_CTORS_1ST = YES WARN_IF_UNDOCUMENTED = NO BUILTIN_STL_SUPPORT = YES PREDEFINED = "USE_SPATIAL=1" \ "USE_LEVELDB=1" \ "USE_REDIS=1" \ "USE_SOUND=1" \ "USE_CURL=1" \ "USE_FREETYPE=1" \ "USE_GETTEXT=1" # Input RECURSIVE = NO STRIP_FROM_PATH = @CMAKE_CURRENT_SOURCE_DIR@/src INPUT = @CMAKE_CURRENT_SOURCE_DIR@/doc/main_page.dox \ @CMAKE_CURRENT_SOURCE_DIR@/src/ \ @CMAKE_CURRENT_SOURCE_DIR@/src/client \ @CMAKE_CURRENT_SOURCE_DIR@/src/network \ @CMAKE_CURRENT_SOURCE_DIR@/src/util \ @CMAKE_CURRENT_SOURCE_DIR@/src/script \ @CMAKE_CURRENT_SOURCE_DIR@/src/script/common \ @CMAKE_CURRENT_SOURCE_DIR@/src/script/cpp_api \ @CMAKE_CURRENT_SOURCE_DIR@/src/script/lua_api \ @CMAKE_CURRENT_SOURCE_DIR@/src/threading # Dot graphs HAVE_DOT = @DOXYGEN_DOT_FOUND@ CALL_GRAPH = YES CALLER_GRAPH = YES MAX_DOT_GRAPH_DEPTH = 3 DOT_MULTI_TARGETS = YES DOT_IMAGE_FORMAT = svg # Output GENERATE_LATEX = NO REFERENCED_BY_RELATION = YES REFERENCES_RELATION = YES SEARCHENGINE = YES DISABLE_INDEX = YES GENERATE_TREEVIEW = YES HTML_DYNAMIC_SECTIONS = YES HTML_TIMESTAMP = YES
pgimeno/minetest
doc/Doxyfile.in
in
mit
1,531
Minetest Android port ===================== Date: 2014 06 28 Controls -------- The Android port doesn't support everything you can do on PC due to the limited capabilities of common devices. What can be done is described below: While you're playing the game normally (that is, no menu or inventory is shown), the following controls are available: * Look around: touch screen and slide finger * double tap: place a node or use selected item * long tap: dig node * touch shown buttons: press button * Buttons: ** left upper corner: chat ** right lower corner: jump ** right lower corner: crouch ** left lower corner: walk/step... left up right down ** left lower corner: display inventory When a menu or inventory is displayed: * double tap outside menu area: close menu * tap on an item stack: select that stack * tap on an empty slot: if you selected a stack already, that stack is placed here * drag and drop: touch stack and hold finger down, move the stack to another slot, tap another finger while keeping first finger on screen --> places a single item from dragged stack into current (first touched) slot Special settings ---------------- There are some settings especially useful for Android users. Minetest's config file can usually be found at /mnt/sdcard/Minetest. * gui_scaling: this is a user-specified scaling factor for the GUI- In case main menu is too big or small on your device, try changing this value. Known issues ------------ Not all issues are fixed by now: * Unable to exit from volume menu -- don't use the volume menu, use Android's volume controls instead. * 512 MB RAM seems to be inadequate -- this depends on the server you join. Try to play on more lightweight servers. Versioning ---------- Android version numbers are 4 digits instead of Minetest's 3 digits. The last number of Android's version represents the Android internal version code. This version code is strictly incremental. It's incremented for each official Minetest Android build. E.g. prerelease Minetest Android builds have been 0.4.9.3, while the first official version most likely will be 0.4.10.4 Requirements ------------ In order to build, your PC has to be set up to build Minetest in the usual manner (see the regular Minetest documentation for how to get this done). In addition to what is required for Minetest in general, you will need the following software packages. The version number in parenthesis denotes the version that was tested at the time this README was drafted; newer/older versions may or may not work. * android SDK (api-26) * android NDK (r17c) * wget (1.13.4) Additionally, you'll need to have an Internet connection available on the build system, as the Android build will download some source packages. Build ----- Debug build: * Enter "build/android" subdirectory * Execute "make" * Answer the questions about where SDK and NDK are located on your filesystem * Wait for build to finish After the build is finished, the resulting apk can be fond in build/android/bin/. It will be called Minetest-debug.apk Release build: * In order to make a release build you'll have to have a keystore setup to sign the resulting apk package. How this is done is not part of this README. There are different tutorials on the web explaining how to do it - choose one yourself. * Once your keystore is setup, enter build/android subdirectory and create a new file "ant.properties" there. Add following lines to that file: > key.store=<path to your keystore> > key.alias=Minetest * Execute "make release" * Enter your keystore as well as your Mintest key password once asked. Be careful it's shown on console in clear text! * The result can be found at "bin/Minetest-release.apk" Other things that may be nice to know ------------ * The environment for Android development tools is saved within Android build build folder. If you want direct access to it do: > make envpaths > . and_env After you've done this you'll have your path and path variables set correct to use adb and all other Android development tools * You can build a single dependency by calling make and the dependency's name, e.g.: > make irrlicht * You can completely cleanup a dependency by calling make and the "clean" target, e.g.: > make clean_irrlicht
pgimeno/minetest
doc/README.android
android
mit
4,350
Minetest Lua Client Modding API Reference 5.1.0 ================================================ * More information at <http://www.minetest.net/> * Developer Wiki: <http://dev.minetest.net/> Introduction ------------ ** WARNING: The client API is currently unstable, and may break/change without warning. ** Content and functionality can be added to Minetest 0.4.15-dev+ 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. Transferring client-sided mods from the server to the client is planned, but not implemented yet. 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 on GitHub (https://github.com/minetest/minetest). Programming in Lua ------------------ If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/). Startup ------- Mods are loaded during client startup from the mod load paths by running the `init.lua` scripts in a shared environment. Paths ----- * `RUN_IN_PLACE=1` (Windows release, local build) * `$path_user`: * Linux: `<build directory>` * Windows: `<build directory>` * `$path_share` * Linux: `<build directory>` * Windows: `<build directory>` * `RUN_IN_PLACE=0`: (Linux release) * `$path_share` * Linux: `/usr/share/minetest` * Windows: `<install directory>/minetest-0.4.x` * `$path_user`: * Linux: `$HOME/.minetest` * Windows: `C:/users/<user>/AppData/minetest` (maybe) Mod load path ------------- Generic: * `$path_share/clientmods/` * `$path_user/clientmods/` (User-installed mods) In a run-in-place version (e.g. the distributed windows version): * `minetest-0.4.x/clientmods/` (User-installed mods) On an installed version on Linux: * `/usr/share/minetest/clientmods/` * `$HOME/.minetest/clientmods/` (User-installed mods) Modpack support ---------------- **NOTE: Not implemented yet.** Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named `modpack.conf`. The file is a key-value store of modpack details. * `name`: The modpack name. * `description`: Description of mod to be shown in the Mods tab of the main menu. Mod directory structure ------------------------ clientmods ├── modname | ├── depends.txt | ├── init.lua └── another ### modname The location of this directory. ### 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. ### 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. ### `sounds` Media files (sounds) 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:<whatever>" (<whatever> can have characters a-zA-Z0-9_) This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. ### 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 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) The `:` prefix can also be used for maintaining backwards compatibility. Sounds ------ **NOTE: max_hear_distance and connecting to objects is not implemented.** 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 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 is chosen randomly from the matching sounds. 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` Examples of sound parameter tables: -- Play locationless { gain = 1.0, -- default } -- Play locationless, looped { gain = 1.0, -- default loop = true, } -- Play in a location { pos = {x = 1, y = 2, z = 3}, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric } -- Play connected to an object, looped { object = <an ObjectRef>, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric loop = true, } Looped sounds must either be connected to an object or played locationless. ### 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}` Representations of simple things -------------------------------- ### 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", id=ObjectID}` 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 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. 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} which is equivalent to "place_center_x, noplace_center_y, place_center_z" or even "place_center_x, place_center_z" since, by default, no schematic attributes are set. Formspec -------- Formspec defines a menu. 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 size[8,9] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] #### 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 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[<W>,<H>,<fixed_size>]` * Define the size of the menu in inventory slots * `fixed_size`: `true`/`false` (optional) * deprecated: `invsize[<W>,<H>;]` #### `container[<X>,<Y>]` * Start of a container block, moves all physical elements in the container by (X, Y) * Must have matching container_end * Containers can be nested, in which case the offsets are added (child containers are relative to parent containers) #### `container_end[]` * End of a container, following elements are no longer relative to this container #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]` * Show an inventory list #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]` * Show an inventory list #### `listring[<inventory location>;<list name>]` * Allows to create a ring of inventory lists * Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring * The first occurrence of an element inside the ring will determine the inventory where items will be sent to #### `listring[]` * Shorthand for doing `listring[<inventory location>;<list name>]` for the last two inventory lists added by list[...] #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]` * 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[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]` * Adds tooltip for an element * `<bgcolor>` tooltip background color as `ColorString` (optional) * `<fontcolor>` tooltip font color as `ColorString` (optional) #### `image[<X>,<Y>;<W>,<H>;<texture name>]` * Show an image * Position and size units are inventory slots #### `item_image[<X>,<Y>;<W>,<H>;<item name>]` * Show an inventory image of registered item/node * Position and size units are inventory slots #### `bgcolor[<color>;<fullscreen>]` * Sets background color of formspec as `ColorString` * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec) #### `background[<X>,<Y>;<W>,<H>;<texture name>]` * 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 times 16px times 4 times 16px. #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]` * 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 times 16px times 4 times 16px * If `true` the background is clipped to formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]` * Textual password style field; will be sent to server when a button is clicked * When enter is pressed in field, fields.key_enter_field will be sent with the name of this field. * `x` and `y` position the field relative to the top left of the menu * `w` and `h` are the size of the field * Fields are a set height, but will be vertically centred on `h` * Position and size units are inventory slots * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * See field_close_on_enter to stop enter closing the formspec #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Textual field; will be sent to server when a button is clicked * When enter is pressed in field, fields.key_enter_field will be sent with the name of this field. * `x` and `y` position the field relative to the top left of the menu * `w` and `h` are the size of the field * Fields are a set height, but will be vertically centred on `h` * Position and size units are inventory slots * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * `default` is the default value of the field * `default` may contain variable references such as `${text}'` which will fill the value from the metadata value `text` * **Note**: no extra text or more than a single variable is supported ATM. * See field_close_on_enter to stop enter closing the formspec #### `field[<name>;<label>;<default>]` * As above, but without position/size units * When enter is pressed in field, fields.key_enter_field will be sent with the name of this field. * Special field for creating simple forms, such as sign text input * Must be used without a `size[]` element * A "Proceed" button will be added automatically * See field_close_on_enter to stop enter closing the formspec #### `field_close_on_enter[<name>;<close_on_enter>]` * <name> is the name of the field * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it * defaults to true when not specified (ie: no tag for a field) #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Same as fields above, but with multi-line input #### `label[<X>,<Y>;<label>]` * `x` and `y` work as per field * `label` is the text on the label * Position and size units are inventory slots #### `vertlabel[<X>,<Y>;<label>]` * Textual label drawn vertically * `x` and `y` work as per field * `label` is the text on the label * Position and size units are inventory slots #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]` * Clickable button. When clicked, fields will be sent. * `x`, `y` and `name` work as per field * `w` and `h` are the size of the button * Fixed button height. It will be vertically centred on `h` * `label` is the text on the button * Position and size units are inventory slots #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * `x`, `y`, `w`, `h`, and `name` work as per button * `texture name` is the filename of an image * Position and size units are inventory slots #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]` * `x`, `y`, `w`, `h`, and `name` work as per button * `texture name` is the filename of an image * Position and size units are inventory slots * `noclip=true` means the image button doesn't need to be within specified formsize * `drawborder`: draw button border or not * `pressed texture name` is the filename of an image on pressed state #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]` * `x`, `y`, `w`, `h`, `name` and `label` work as per button * `item name` is the registered name of an item/node, tooltip will be made out of its description to override it use tooltip element * Position and size units are inventory slots #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]` * Scrollable item list showing arbitrary text elements * `x` and `y` position the itemlist relative to the top left of the menu * `w` and `h` are the size of the itemlist * `name` fieldname sent to server on doubleclick value is current selected element * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only), * if you want a listelement to start with "#" write "##". #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]` * Scrollable itemlist showing arbitrary text elements * `x` and `y` position the item list relative to the top left of the menu * `w` and `h` are the size of the item list * `name` fieldname sent to server on doubleclick value is current selected element * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format * if you want a listelement to start with "#" write "##" * Index to be selected within textlist * `true`/`false`: draw transparent background * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`) #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]` * Show a tab**header** at specific position (ignores formsize) * `x` and `y` position the itemlist relative to the top left of the menu * `name` fieldname data is transferred to Lua * `caption 1`...: name shown on top of tab * `current_tab`: index of selected tab 1... * `transparent` (optional): show transparent * `draw_border` (optional): draw border #### `box[<X>,<Y>;<W>,<H>;<color>]` * Simple colored semitransparent box * `x` and `y` position the box relative to the top left of the menu * `w` and `h` are the size of box * `color` is color specified as a `ColorString` #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]` * Show a dropdown field * **Important note**: There are two different operation modes: 1. handle directly on change (only changed dropdown is submitted) 2. read the value on pressing a button (all dropdown values are available) * `x` and `y` position of dropdown * Width of dropdown * Fieldname data is transferred to Lua * Items to be shown in dropdown * Index of currently selected dropdown item #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]` * Show a checkbox * `x` and `y`: position of checkbox * `name` fieldname data is transferred to Lua * `label` to be shown left of checkbox * `selected` (optional): `true`/`false` #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` * Show a scrollbar * There are two ways to use it: 1. handle the changed event (only changed scrollbar is available) 2. read the value on pressing a button (all scrollbars are available) * `x` and `y`: position of trackbar * `w` and `h`: width and height * `orientation`: `vertical`/`horizontal` * Fieldname data is transferred to Lua * Value this trackbar is set to (`0`-`1000`) * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`) #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]` * Show scrollable table using options defined by the previous `tableoptions[]` * Displays cells as defined by the previous `tablecolumns[]` * `x` and `y`: position the itemlist relative to the top left of the menu * `w` and `h` are the size of the itemlist * `name`: fieldname sent to server on row select or doubleclick * `cell 1`...`cell n`: cell contents given in row-major order * `selected idx`: index of row to be selected within table (first row = `1`) * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`) #### `tableoptions[<opt 1>;<opt 2>;...]` * Sets options for `table[]` * `color=#RRGGBB` * default text color (`ColorString`), defaults to `#FFFFFF` * `background=#RRGGBB` * table background color (`ColorString`), defaults to `#000000` * `border=<true/false>` * should the table be drawn with a border? (default: `true`) * `highlight=#RRGGBB` * highlight background color (`ColorString`), defaults to `#466432` * `highlight_text=#RRGGBB` * highlight text color (`ColorString`), defaults to `#FFFFFF` * `opendepth=<value>` * all subtrees up to `depth < value` are open (default value = `0`) * only useful when there is a column of type "tree" #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]` * Sets columns for `table[]` * Types: `text`, `image`, `color`, `indent`, `tree` * `text`: show cell contents as text * `image`: cell contents are an image index, use column options to define images * `color`: cell contents are a ColorString and define color of following cell * `indent`: cell contents are a number and define indentation of following cell * `tree`: same as indent, but user can open and close subtrees (treeview-like) * Column options: * `align=<value>` * for `text` and `image`: content alignment within cells. Available values: `left` (default), `center`, `right`, `inline` * `width=<value>` * for `text` and `image`: minimum width in em (default: `0`) * for `indent` and `tree`: indent width in em (default: `1.5`) * `padding=<value>`: padding left of the column, in em (default `0.5`). Exception: defaults to 0 for indent columns * `tooltip=<value>`: tooltip text (default: empty) * `image` column options: * `0=<value>` sets image for image index 0 * `1=<value>` sets image for image index 1 * `2=<value>` sets image for image index 2 * and so on; defined indices need not be contiguous empty or non-numeric cells are treated as `0`. * `color` column options: * `span=<value>`: number of following columns to affect (default: infinite) **Note**: do _not_ use a element name starting with `key_`; those names are reserved to pass key press events to formspec! Spatial Vectors --------------- * `vector.new(a[, b, c])`: returns a vector: * A copy of `a` if `a` is a vector. * `{x = a, y = b, z = c}`, if all `a, b, c` are defined * `vector.direction(p1, p2)`: returns a vector * `vector.distance(p1, p2)`: returns a number * `vector.length(v)`: returns a number * `vector.normalize(v)`: returns a vector * `vector.floor(v)`: returns a vector, each dimension rounded down * `vector.round(v)`: returns a vector, each dimension rounded to nearest int * `vector.apply(v, func)`: returns a vector * `vector.equals(v1, v2)`: returns a boolean For the following functions `x` can be either a vector or a number: * `vector.add(v, x)`: returns a vector * `vector.subtract(v, x)`: returns a vector * `vector.multiply(v, x)`: returns a scaled vector or Schur product * `vector.divide(v, x)`: returns a scaled vector or Schur quotient Helper functions ---------------- * `dump2(obj, name="_", dumped={})` * Return object serialized as a string, handles reference loops * `dump(obj, dumped={})` * Return object serialized as a string * `math.hypot(x, y)` * Get the hypotenuse of a triangle with legs x and y. Useful for distance calculation. * `math.sign(x, tolerance)` * Get the sign of a number. Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`) * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)` * If `max_splits` is negative, do not limit splits. * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex). * e.g. `string:split("a,b", ",") == {"a","b"}` * `string:trim()` * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"` * `minetest.wrap_text(str, limit)`: returns a string * Adds new lines to the string to keep it within the specified character limit * limit: Maximal amount of characters in one line * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"` * Convert position to a printable string Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place. * `minetest.string_to_pos(string)`: returns a position * Same but in reverse. Returns `nil` if the string can't be parsed to a position. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions * Converts a string representing an area box into two positions * `minetest.is_yes(arg)` * returns whether `arg` can be interpreted as yes * `minetest.is_nan(arg)` * returns true true when the passed number represents NaN. * `table.copy(table)`: returns a table * returns a deep copy of `table` Minetest namespace reference ------------------------------ ### Utilities * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod * `minetest.get_language()`: returns the currently set gettext language. * `minetest.get_version()`: returns a table containing components of the engine version. Components: * `project`: Name of the project, eg, "Minetest" * `string`: Simple version, eg, "1.2.3-dev" * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty" Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example: `if minetest.check_for_falling then ... end`. * `minetest.sha1(data, [raw])`: returns the sha1 hash of data * `data`: string of data to hash * `raw`: return raw bytes instead of hex digits, default: false ### Logging * `minetest.debug(...)` * Equivalent to `minetest.log(table.concat({...}, "\t"))` * `minetest.log([level,] text)` * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`, `"info"`, or `"verbose"`. Default is `"none"`. ### Global callback registration functions Call these functions only at load time! * `minetest.register_globalstep(function(dtime))` * Called every client environment step, usually interval of 0.1s * `minetest.register_on_mods_loaded(function())` * Called just after mods have finished loading. * `minetest.register_on_shutdown(function())` * Called before client shutdown * **Warning**: If the client terminates abnormally (i.e. crashes), the registered callbacks **will likely not be run**. Data should be saved at semi-frequent intervals as well as on server shutdown. * `minetest.register_on_receiving_chat_message(function(message))` * Called always when a client receive a message * Return `true` to mark the message as handled, which means that it will not be shown to chat * `minetest.register_on_sending_chat_message(function(message))` * Called always when a client send a message from chat * Return `true` to mark the message as handled, which means that it will not be sent to server * `minetest.register_chatcommand(cmd, chatcommand definition)` * Adds definition to minetest.registered_chatcommands * `minetest.unregister_chatcommand(name)` * Unregisters a chatcommands registered with register_chatcommand. * `minetest.register_on_death(function())` * Called when the local player dies * `minetest.register_on_hp_modification(function(hp))` * Called when server modified player's HP * `minetest.register_on_damage_taken(function(hp))` * Called when the local player take damages * `minetest.register_on_formspec_input(function(formname, fields))` * Called when a button is pressed in the local player's inventory form * Newest functions are called first * If function returns `true`, remaining functions are not called * `minetest.register_on_dignode(function(pos, node))` * Called when the local player digs a node * Newest functions are called first * If any function returns true, the node isn't dug * `minetest.register_on_punchnode(function(pos, node))` * Called when the local player punches a node * Newest functions are called first * If any function returns true, the punch is ignored * `minetest.register_on_placenode(function(pointed_thing, node))` * Called when a node has been placed * `minetest.register_on_item_use(function(item, pointed_thing))` * Called when the local player uses an item. * Newest functions are called first. * If any function returns true, the item use is not sent to server. * `minetest.register_on_modchannel_message(function(channel_name, sender, message))` * Called when an incoming mod channel message is received * You must have joined some channels before, and server must acknowledge the join request. * If message comes from a server mod, `sender` field is an empty string. * `minetest.register_on_modchannel_signal(function(channel_name, signal))` * Called when a valid incoming mod channel signal is received * Signal id permit to react to server mod channel events * Possible values are: 0: join_ok 1: join_failed 2: leave_ok 3: leave_failed 4: event_on_not_joined_channel 5: state_changed * `minetest.register_on_inventory_open(function(inventory))` * Called when the local player open inventory * Newest functions are called first * If any function returns true, inventory doesn't open ### Sounds * `minetest.sound_play(spec, parameters)`: returns a handle * `spec` is a `SimpleSoundSpec` * `parameters` is a sound parameter table * `minetest.sound_stop(handle)` ### Timing * `minetest.after(time, func, ...)` * Call the function `func` after `time` seconds, may be fractional * Optional: Variable number of arguments that are passed to `func` * `minetest.get_us_time()` * Returns time with microsecond precision. May not return wall time. * `minetest.get_day_count()` * Returns number days elapsed since world was created, accounting for time changes. * `minetest.get_timeofday()` * Returns the time of day: `0` for midnight, `0.5` for midday ### Map * `minetest.get_node_or_nil(pos)` * Returns the node at the given position as table in the format `{name="node_name", param1=0, param2=0}`, returns `nil` for unloaded areas or flavor limited areas. * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil` * `radius`: using a maximum metric * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * `search_center` is an optional boolean (default: `false`) If true `pos` is also checked for the nodes * `minetest.get_meta(pos)` * Get a `NodeMetaRef` at that position * `minetest.get_node_level(pos)` * get level of leveled node (water, snow) * `minetest.get_node_max_level(pos)` * get max available level for leveled node ### Player * `minetest.get_wielded_item()` * Returns the itemstack the local player is holding * `minetest.send_chat_message(message)` * Act as if `message` was typed by the player into the terminal. * `minetest.run_server_chatcommand(cmd, param)` * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)` * `minetest.clear_out_chat_queue()` * Clears the out chat queue * `minetest.localplayer` * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods. ### Privileges * `minetest.get_privilege_list()` * Returns a list of privileges the current player has in the format `{priv1=true,...}` * `minetest.string_to_privs(str)`: returns `{priv1=true,...}` * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."` * Convert between two privilege representations ### Client Environment * `minetest.get_player_names()` * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server) * `minetest.disconnect()` * Disconnect from the server and exit to main menu. * Returns `false` if the client is already disconnecting otherwise returns `true`. * `minetest.get_server_info()` * Returns [server info](#server-info). * `minetest.send_respawn()` * Sends a respawn request to the server. ### Storage API * `minetest.get_mod_storage()`: * returns reference to mod private `StorageRef` * must be called during mod load time ### Mod channels ![Mod channels communication scheme](docs/mod channels.png) * `minetest.mod_channel_join(channel_name)` * Client joins channel `channel_name`, and creates it, if necessary. You should listen from incoming messages with `minetest.register_on_modchannel_message` call to receive incoming messages. Warning, this function is asynchronous. ### Particles * `minetest.add_particle(particle definition)` * `minetest.add_particlespawner(particlespawner definition)` * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds * Returns an `id`, and -1 if adding didn't succeed * `minetest.delete_particlespawner(id)` * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`) ### Misc. * `minetest.parse_json(string[, nullvalue])`: returns something * Convert a string containing JSON data into the Lua equivalent * `nullvalue`: returned in place of the JSON null; defaults to `nil` * On success returns a table, a string, a number, a boolean or `nullvalue` * On failure outputs an error message and returns `nil` * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}` * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message * Convert a Lua table into a JSON string * styled: Outputs in a human-readable format if this is set, defaults to false * Unserializable things like functions and userdata are saved as null. * **Warning**: JSON is more strict than the Lua table format. 1. You can only use strings and positive integers of at least one as keys. 2. You can not mix string and integer keys. This is due to the fact that JSON has two distinct array and object values. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"` * `minetest.serialize(table)`: returns a string * Convert a table containing tables, strings, numbers, booleans and `nil`s into string form readable by `minetest.deserialize` * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'` * `minetest.deserialize(string)`: returns a table * Convert a string returned by `minetest.deserialize` into a table * `string` is loaded in an empty sandbox environment. * Will load functions, but they cannot access the global environment. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}` * Example: `deserialize('print("foo")')`, returns `nil` (function call fails) * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)` * `minetest.compress(data, method, ...)`: returns `compressed_data` * Compress a string of data. * `method` is a string identifying the compression method to be used. * Supported compression methods: * Deflate (zlib): `"deflate"` * `...` indicates method-specific arguments. Currently defined arguments are: * Deflate: `level` - Compression level, `0`-`9` or `nil`. * `minetest.decompress(compressed_data, method, ...)`: returns data * Decompress a string of data (using ZLib). * See documentation on `minetest.compress()` for supported compression methods. * currently supported. * `...` indicates method-specific arguments. Currently, no methods use this. * `minetest.rgba(red, green, blue[, alpha])`: returns a string * Each argument is a 8 Bit unsigned integer * Returns the ColorString from rgb or rgba values * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"` * `minetest.encode_base64(string)`: returns string encoded in base64 * Encodes a string in base64. * `minetest.decode_base64(string)`: returns string * Decodes a string encoded in base64. * `minetest.gettext(string)` : returns string * look up the translation of a string in the gettext message catalog * `fgettext_ne(string, ...)` * call minetest.gettext(string), replace "$1"..."$9" with the given extra arguments and return the result * `fgettext(string, ...)` : returns string * same as fgettext_ne(), but calls minetest.formspec_escape before returning result * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position * returns the exact position on the surface of a pointed node * `minetest.global_exists(name)` * Checks if a global variable has been set, without triggering a warning. ### UI * `minetest.ui.minimap` * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods. * If client disabled minimap (using enable_minimap setting) this reference will be nil. * `minetest.camera` * Reference to the camera object. See [`Camera`](#camera) class reference for methods. * `minetest.show_formspec(formname, formspec)` : returns true on success * Shows a formspec to the player * `minetest.display_chat_message(message)` returns true on success * Shows a chat message to the current player. Class reference --------------- ### ModChannel An interface to use mod channels on client and server #### Methods * `leave()`: leave the mod channel. * Client leaves channel `channel_name`. * No more incoming or outgoing messages can be sent to this channel from client mods. * This invalidate all future object usage * Ensure your set mod_channel to nil after that to free Lua resources * `is_writeable()`: returns true if channel is writable and mod can send over it. * `send_all(message)`: Send `message` though the mod channel. * If mod channel is not writable or invalid, message will be dropped. * Message size is limited to 65535 characters by protocol. ### Minimap An interface to manipulate minimap on client UI #### Methods * `show()`: shows the minimap (if not disabled by server) * `hide()`: hides the minimap * `set_pos(pos)`: sets the minimap position on screen * `get_pos()`: returns the minimap current position * `set_angle(deg)`: sets the minimap angle in degrees * `get_angle()`: returns the current minimap angle in degrees * `set_mode(mode)`: sets the minimap mode (0 to 6) * `get_mode()`: returns the current minimap mode * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round) * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round) ### Camera An interface to get or set information about the camera and camera-node. Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil. #### Methods * `set_camera_mode(mode)` * Pass `0` for first-person, `1` for third person, and `2` for third person front * `get_camera_mode()` * Returns 0, 1, or 2 as described above * `get_fov()` * Returns: ```lua { x = number, y = number, max = number, actual = number } ``` * `get_pos()` * Returns position of camera with view bobbing * `get_offset()` * Returns eye offset vector * `get_look_dir()` * Returns eye direction unit vector * `get_look_vertical()` * Returns pitch in radians * `get_look_horizontal()` * Returns yaw in radians * `get_aspect_ratio()` * Returns aspect ratio of screen ### LocalPlayer An interface to retrieve information about the player. Methods: * `get_pos()` * returns current player current position * `get_velocity()` * returns player speed vector * `get_hp()` * returns player HP * `get_name()` * returns player name * `is_attached()` * returns true if player is attached * `is_touching_ground()` * returns true if player touching ground * `is_in_liquid()` * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface) * `is_in_liquid_stable()` * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player) * `get_liquid_viscosity()` * returns liquid viscosity (Gets the viscosity of liquid to calculate friction) * `is_climbing()` * returns true if player is climbing * `swimming_vertical()` * returns true if player is swimming in vertical * `get_physics_override()` * returns: ```lua { speed = float, jump = float, gravity = float, sneak = boolean, sneak_glitch = boolean } ``` * `get_override_pos()` * returns override position * `get_last_pos()` * returns last player position before the current client step * `get_last_velocity()` * returns last player speed * `get_breath()` * returns the player's breath * `get_movement_acceleration()` * returns acceleration of the player in different environments: ```lua { fast = float, air = float, default = float, } ``` * `get_movement_speed()` * returns player's speed in different environments: ```lua { walk = float, jump = float, crouch = float, fast = float, climb = float, } ``` * `get_movement()` * returns player's movement in different environments: ```lua { liquid_fluidity = float, liquid_sink = float, liquid_fluidity_smooth = float, gravity = float, } ``` * `get_last_look_horizontal()`: * returns last look horizontal angle * `get_last_look_vertical()`: * returns last look vertical angle * `get_key_pressed()`: * returns last key typed by the player * `hud_add(definition)` * add a HUD element described by HUD def, returns ID number on success and `nil` on failure. * See [`HUD definition`](#hud-definition-hud_add-hud_get) * `hud_get(id)` * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent. * `hud_remove(id)` * remove the HUD element of the specified id, returns `true` on success * `hud_change(id, stat, value)` * change a value of a previously added HUD element * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` * Returns `true` on success, otherwise returns `nil` ### Settings An interface to read config files in the format of `minetest.conf`. It can be created via `Settings(filename)`. #### Methods * `get(key)`: returns a value * `get_bool(key)`: returns a boolean * `set(key, value)` * `remove(key)`: returns a boolean (`true` for success) * `get_names()`: returns `{key1,...}` * `write()`: returns a boolean (`true` for success) * write changes to file * `to_table()`: returns `{[key1]=value1,...}` ### NodeMetaRef Node metadata: reference extra data and functionality stored in a node. Can be obtained via `minetest.get_meta(pos)`. #### Methods * `get_string(name)` * `get_int(name)` * `get_float(name)` * `to_table()`: returns `nil` or a table with keys: * `fields`: key-value storage * `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 capabilities 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`) { params = "<name> <privilege>", -- Short parameter description description = "Remove privilege from player", -- Full description func = function(param), -- Called when command is run. -- Returns boolean success and text output. } ### Server info ```lua { address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server. ip = "203.0.113.156", -- The IP address of the server. port = 30000, -- The port the client is connected to. protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0. } ``` ### HUD Definition (`hud_add`, `hud_get`) ```lua { hud_elem_type = "image", -- see HUD element types, default "text" -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory" position = {x=0.5, y=0.5}, -- ^ Left corner position of element, default `{x=0,y=0}`. name = "<name>", -- default "" scale = {x=2, y=2}, -- default {x=0,y=0} text = "<text>", -- default "" number = 2, -- default 0 item = 3, -- default 0 -- ^ Selected item in inventory. 0 for no item selected. direction = 0, -- default 0 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top alignment = {x=0, y=0}, -- default {x=0, y=0} -- ^ See "HUD Element Types" offset = {x=0, y=0}, -- default {x=0, y=0} -- ^ See "HUD Element Types" size = { x=100, y=100 }, -- default {x=0, y=0} -- ^ Size of element in pixels } ``` Escape sequences ---------------- Most text can contain escape sequences, that can for example color the text. 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](#colorstring) * The escape sequence sets the text color to `color` * `minetest.colorize(color, message)`: * Equivalent to: `minetest.get_color_escape_sequence(color) .. message .. minetest.get_color_escape_sequence("#ffffff")` * `minetest.get_background_escape_sequence(color)` * `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. * `minetest.strip_foreground_colors(str)` * Removes foreground colors added by `get_color_escape_sequence`. * `minetest.strip_background_colors(str)` * Removes background colors added by `get_background_escape_sequence`. * `minetest.strip_colors(str)` * Removes all color escape sequences. `ColorString` ------------- `#RGB` defines a color in hexadecimal format. `#RGBA` defines a color in hexadecimal format and alpha channel. `#RRGGBB` defines a color in hexadecimal format. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel. Named colors are also supported and are equivalent to [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors). 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. 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`. 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, 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! 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` * `offset`: offset in pixels from position. ### `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. ### Particle definition (`add_particle`) { pos = {x=0, y=0, z=0}, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, -- ^ Spawn particle at pos with velocity and acceleration expirationtime = 1, -- ^ Disappears after expirationtime seconds size = 1, collisiondetection = false, -- ^ collisiondetection: if true collides with physical objects collision_removal = false, -- ^ collision_removal: if true then particle is removed when it collides, -- ^ requires collisiondetection = true to have any effect vertical = false, -- ^ vertical: if true faces player using y axis only texture = "image.png", -- ^ Uses texture (string) animation = {Tile Animation definition}, -- ^ optional, specifies how to animate the particle texture glow = 0 -- ^ optional, specify particle self-luminescence in darkness } ### `ParticleSpawner` definition (`add_particlespawner`) { amount = 1, time = 1, -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base minpos = {x=0, y=0, z=0}, maxpos = {x=0, y=0, z=0}, minvel = {x=0, y=0, z=0}, maxvel = {x=0, y=0, z=0}, minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 1, -- ^ The particle's properties are random values in between the bounds: -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration), -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime) collisiondetection = false, -- ^ collisiondetection: if true uses collision detection collision_removal = false, -- ^ collision_removal: if true then particle is removed when it collides, -- ^ requires collisiondetection = true to have any effect vertical = false, -- ^ vertical: if true faces player using y axis only texture = "image.png", -- ^ Uses texture (string) }
pgimeno/minetest
doc/client_lua_api.txt
Text
mit
56,215
Formspec toolkit api 0.0.3 ========================== Formspec toolkit is a set of functions to create basic ui elements. File: fst/ui.lua ---------------- ui.lua adds base ui interface to add additional components to. ui.add(component) -> returns name of added component ^ add component to ui ^ component: component to add ui.delete(component) -> true/false if a component was deleted or not ^ remove a component from ui ^ component: component to delete ui.set_default(name) ^ set component to show if not a single component is set visible ^ name: name of component to set as default ui.find_by_name(name) --> returns component or nil ^ find a component within ui ^ name: name of component to look for File: fst/tabview.lua --------------------- tabview_create(name, size, tabheaderpos) --> returns tabview component ^ create a new tabview component ^ name: name of tabview (has to be unique per ui) ^ size: size of tabview { x, y } ^ tabheaderpos: upper left position of tabheader (relative to upper left fs corner) { x, y } Class reference tabview: methods: - add_tab(tab) ^ add a tab to this tabview ^ tab: { name = "tabname", -- name of tab to create caption = "tab caption", -- text to show for tab header cbf_button_handler = function(tabview, fields, tabname, tabdata), -- callback for button events --TODO cbf_events = function(tabview, event, tabname), -- callback for events cbf_formspec = function(tabview, name, tabdata), -- get formspec tabsize = { x, -- x width y -- y height }, -- special size for this tab (only relevant if no parent for tabview set) on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE" } - set_autosave_tab(value) ^ tell tabview to automatically save current tabname as "tabview_name"_LAST ^ value: true/false - set_tab(name) ^ set's tab to tab named "name", returns true/false on success ^ name: name of tab to set - set_global_event_handler(handler) ^ set a handler to be called prior calling tab specific event handler ^ handler: function(tabview,event) --> returns true to finish event processing false to continue - set_global_button_handler(handler) ^ set a handler to be called prior calling tab specific button handler ^ handler: function(tabview,fields) --> returns true to finish button processing false to continue - set_parent(parent) ^ set parent to attach tabview to. TV's with parent are hidden if their parent is hidden and they don't set their specified size. ^ parent: component to attach to - show() ^ show tabview - hide() ^ hide tabview - delete() ^ delete tabview - set_fixed_size(state) ^ true/false set to fixed size, variable size File: fst/dialog.lua --------------------- Only one dialog can be shown at a time. If a dialog is closed it's parent is gonna be activated and shown again. dialog_create(name, cbf_formspec, cbf_button_handler, cbf_events) ^ create a dialog component ^ name: name of component (unique per ui) ^ cbf_formspec: function to be called to get formspec function(dialogdata) ^ cbf_button_handler: function to handle buttons function(dialog, fields) ^ cbf_events: function to handle events function(dialog, event) Class reference dialog: methods: - set_parent(parent) ^ set parent to attach a dialog to ^ parent: component to attach to - show() ^ show dialog - hide() ^ hide dialog - delete() ^ delete dialog from ui members: - data ^ variable data attached to this dialog - parent ^ parent component to return to on exit File: fst/buttonbar.lua ----------------------- buttonbar_create(name, cbf_buttonhandler, pos, orientation, size) ^ create a buttonbar ^ name: name of component (unique per ui) ^ cbf_buttonhandler: function to be called on button pressed function(buttonbar,buttonname,buttondata) ^ pos: position relative to upper left of current shown formspec { x, y } ^ orientation: "vertical" or "horizontal" ^ size: size of bar { width, height } Class reference buttonbar: methods: - add_button(btn_id, caption, button_image) - set_parent(parent) ^ set parent to attach a buttonbar to ^ parent: component to attach to - show() ^ show buttonbar - hide() ^ hide buttonbar - delete() ^ delete buttonbar from ui Developer doc: ============== Skeleton for any component: { name = "some id", -- unique id type = "toplevel", -- type of component -- toplevel: component can be show without additional components -- addon: component is an addon to be shown along toplevel component hide = function(this) end, -- called to hide the component show = function(this) end, -- called to show the component delete = function(this) end, -- called to delete component from ui handle_buttons = function(this,fields) -- called upon button press handle_events = function(this,event) -- called upon event reception get_formspec = function(this) -- has to return formspec to be displayed }
pgimeno/minetest
doc/fst_api.txt
Text
mit
5,299
GNU LESSER GENERAL PUBLIC LICENSE Version 2.1, February 1999 Copyright (C) 1991, 1999 Free Software Foundation, Inc. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. [This is the first released version of the Lesser GPL. It also counts as the successor of the GNU Library Public License, version 2, hence the version number 2.1.] Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public Licenses are intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This license, the Lesser General Public License, applies to some specially designated software packages--typically libraries--of the Free Software Foundation and other authors who decide to use it. 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pgimeno/minetest
doc/lgpl-2.1.txt
Text
mit
26,530
Minetest Lua Modding API Reference ================================== * More information at <http://www.minetest.net/> * Developer Wiki: <http://dev.minetest.net/> Introduction ============ Content and functionality can be added to Minetest using Lua scripting in run-time loaded mods. A mod is a self-contained bunch of scripts, textures and other related things, which 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, and to document it here. Programming in Lua ------------------ 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. Paths ----- * `RUN_IN_PLACE=1` (Windows release, local build) * `$path_user`: `<build directory>` * `$path_share`: `<build directory>` * `RUN_IN_PLACE=0`: (Linux release) * `$path_share`: * Linux: `/usr/share/minetest` * Windows: `<install directory>/minetest-0.4.x` * `$path_user`: * Linux: `$HOME/.minetest` * Windows: `C:/users/<user>/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 can contain the following files: * `game.conf`, with the following keys: * `name`: Required, human readable name e.g. `name = Minetest` * `description`: Short description to be shown in the content tab * `disallowed_mapgens = <comma-separated mapgens>` e.g. `disallowed_mapgens = v5,v6,flat` These mapgens are removed from the list of mapgens for the game. * `minetest.conf`: Used to set default settings when running this game. * `settingtypes.txt`: In the same format as the one in builtin. This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the advanced settings tab. * If the game contains a folder called `textures` the server will load it as a texturepack, overriding mod textures. Any server texturepack will override mod textures and the game texturepack. Menu images ----------- Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory. The images are named `$identifier.png`, where `$identifier` is one of `overlay`, `background`, `footer`, `header`. If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random image will be chosen from the provided ones. Mods ==== Mod load path ------------- Paths are relative to the directories listed in the [Paths] section above. * `games/<gameid>/mods/` * `mods/` * `worlds/<worldname>/worldmods/` World-specific games -------------------- It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else. This is useful for e.g. adventure worlds and happens if the `<worldname>/game/` directory exists. Mods should then be placed in `<worldname>/game/mods/`. Modpacks -------- Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named `modpack.conf`. The file is a key-value store of modpack details. * `name`: The modpack name. * `description`: Description of mod to be shown in the Mods tab of the main menu. Note: to support 0.4.x, please also create an empty modpack.txt file. Mod directory structure ----------------------- mods ├── modname │   ├── mod.conf │   ├── screenshot.png │   ├── settingtypes.txt │   ├── init.lua │   ├── models │   ├── textures │   │   ├── modname_stuff.png │   │   └── modname_something_else.png │   ├── sounds │   ├── media │   ├── locale │   └── <custom data> └── another ### modname The location of this directory can be fetched by using `minetest.get_modpath(modname)`. ### mod.conf A key-value store of mod details. * `name`: The mod name. Allows Minetest to determine the mod name even if the folder is wrongly named. * `description`: Description of mod to be shown in the Mods tab of the main menu. * `depends`: A comma separated list of dependencies. These are mods that must be loaded before this mod. * `optional_depends`: A comma separated list of optional dependencies. Like a dependency, but no error if the mod doesn't exist. Note: to support 0.4.x, please also provide depends.txt. ### `screenshot.png` A screenshot shown in the mod manager within the main menu. It should have an aspect ratio of 3:2 and a minimum size of 300×200 pixels. ### `depends.txt` **Deprecated:** you should use mod.conf instead. This file is used if there are no dependencies in mod.conf. 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. This means that if the specified mod is missing, it does not prevent this mod from being loaded. ### `description.txt` **Deprecated:** you should use mod.conf instead. This file is used if there is no description in mod.conf. A file containing a description to be shown in the Mods tab of the main menu. ### `settingtypes.txt` A file in the same format as the one in builtin. It will be parsed by the settings menu and the settings will be displayed in the "Mods" category. ### `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.settings` can be used to read custom or existing settings at load time, if necessary. (See [`Settings`]) ### `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. ### `locale` Translation files for the clients. (See [Translations]) Naming conventions ------------------ Registered names should generally be in this format: modname:<whatever> `<whatever>` can have these characters: a-zA-Z0-9_ This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. Registered names can be overridden by prefixing the name with `:`. This can be used for overriding the registrations of some other mod. The `:` prefix can also be used for maintaining backwards compatibility. ### Example In the mod `experimental`, there is the ideal item/node/entity name `tnt`. So the name should be `experimental:tnt`. Any mod can redefine `experimental:tnt` by using the name :experimental:tnt when registering it. That mod is required to have `experimental` as a dependency. Aliases ======= Aliases of itemnames can be added by using `minetest.register_alias(alias, original_name)` or `minetest.register_alias_force(alias, original_name)`. This adds an alias `alias` for the item called `original_name`. From now on, you can use `alias` to refer to the item `original_name`. The only difference between `minetest.register_alias` and `minetest.register_alias_force` is that if an item named `alias` already exists, `minetest.register_alias` will do nothing while `minetest.register_alias_force` will unregister it. This can be used for maintaining backwards compatibility. This can also set 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`. Mapgen aliases -------------- In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used by the core mapgens. For example: minetest.register_alias("mapgen_stone", "default:stone") ### Aliases needed for all mapgens except Mapgen V6 #### Base terrain * mapgen_stone * mapgen_water_source * mapgen_river_water_source #### Caves Not required if cave liquid nodes are set in biome definitions. * mapgen_lava_source #### Dungeons Not required if dungeon nodes are set in biome definitions. * mapgen_cobble * mapgen_stair_cobble * mapgen_mossycobble * mapgen_desert_stone * mapgen_stair_desert_stone * mapgen_sandstone * mapgen_sandstonebrick * mapgen_stair_sandstone_block ### Aliases needed for Mapgen V6 #### Terrain and biomes * mapgen_stone * mapgen_water_source * mapgen_lava_source * mapgen_dirt * mapgen_dirt_with_grass * mapgen_sand * mapgen_gravel * mapgen_desert_stone * mapgen_desert_sand * mapgen_dirt_with_snow * mapgen_snowblock * mapgen_snow * mapgen_ice #### Flora * mapgen_tree * mapgen_leaves * mapgen_apple * mapgen_jungletree * mapgen_jungleleaves * mapgen_junglegrass * mapgen_pine_tree * mapgen_pine_needles #### Dungeons * mapgen_cobble * mapgen_stair_cobble * mapgen_mossycobble * mapgen_stair_desert_stone ### Setting the node used in Mapgen Singlenode By default the world is filled with air nodes. To set a different node use, for example: minetest.register_alias("mapgen_singlenode", "default:stone") Textures ======== 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` 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 overlaid over `default_dirt.png`. The texture with the lower resolution will be automatically upscaled to the higher resolution texture. ### 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 on top of `cobble.png`. ### Escaping Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow passing complex texture names as arguments. Escaping is done with backslash and is required for `^` and `:`. Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png` The lower 50 percent of `color.png^[mask:trans.png` are overlaid on top of `cobble.png`. ### Advanced texture modifiers #### Crack * `[crack:<n>:<p>` * `[cracko:<n>:<p>` * `[crack:<t>:<n>:<p>` * `[cracko:<t>:<n>:<p>` Parameters: * `<t>`: tile count (in each direction) * `<n>`: animation frame count * `<p>`: current animation frame Draw a step of the crack animation on the texture. `crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact. Example: default_cobble.png^[crack:10:1 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...` * `<w>`: width * `<h>`: height * `<x>`: x position * `<y>`: y position * `<file>`: texture to combine Creates a texture of size `<w>` times `<h>` and blits the listed files to their specified coordinates. Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png #### `[resize:<w>x<h>` Resizes the texture to the given dimensions. Example: default_sandstone.png^[resize:16x16 #### `[opacity:<r>` Makes the base image transparent according to the given ratio. `r` must be between 0 (transparent) and 255 (opaque). Example: default_sandstone.png^[opacity:127 #### `[invert:<mode>` Inverts the given channels of the base image. Mode may contain the characters "r", "g", "b", "a". Only the channels that are mentioned in the mode string will be inverted. Example: default_apple.png^[invert:rgb #### `[brighten` Brightens the texture. Example: tnt_tnt_side.png^[brighten #### `[noalpha` Makes the texture completely opaque. Example: default_leaves.png^[noalpha #### `[makealpha:<r>,<g>,<b>` Convert one color to transparency. Example: default_cobble.png^[makealpha:128,128,128 #### `[transform<t>` * `<t>`: transformation(s) to apply Rotates and/or flips the image. `<t>` 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{<top>{<left>{<right>` Escaping does not apply here and `^` is replaced by `&` in texture names instead. 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:<percent>:<file>` Blit the lower `<percent>`% part of `<file>` on the texture. Example: base.png^[lowpart:25:overlay.png #### `[verticalframe:<t>:<n>` * `<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:<file>` Apply a mask to the base image. The mask is applied using binary AND. #### `[sheet:<w>x<h>:<x>,<y>` Retrieves a tile at position x,y from the base image which it assumes to be a tilesheet with dimensions w,h. #### `[colorize:<color>:<ratio>` Colorize the textures with the given color. `<color>` is specified as a `ColorString`. `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If it is an int, then it specifies how far to interpolate between the colors where 0 is only the texture color and 255 is only `<color>`. If omitted, the alpha of `<color>` will be used as the ratio. If it is the word "`alpha`", then each texture pixel will contain the RGB of `<color>` and the alpha of `<color>` multiplied by the alpha of the texture pixel. #### `[multiply:<color>` Multiplies texture colors with the given color. `<color>` is specified as a `ColorString`. Result is more like what you'd expect if you put a color on top of another color, meaning white surfaces get a lot of your new color while black parts don't change very much. Hardware coloring ----------------- The goal of hardware coloring is to simplify the creation of colorful nodes. If your textures use the same pattern, and they only differ in their color (like colored wool blocks), you can use hardware coloring instead of creating and managing many texture files. All of these methods use color multiplication (so a white-black texture with red coloring will result in red-black color). ### Static coloring This method is useful if you wish to create nodes/items with the same texture, in different colors, each in a new node/item definition. #### Global color When you register an item or node, set its `color` field (which accepts a `ColorSpec`) to the desired color. An `ItemStack`'s static color can be overwritten by the `color` metadata field. If you set that field to a `ColorString`, that color will be used. #### Tile color Each tile may have an individual static color, which overwrites every other coloring method. To disable the coloring of a face, set its color to white (because multiplying with white does nothing). You can set the `color` property of the tiles in the node's definition if the tile is in table format. ### Palettes For nodes and items which can have many colors, a palette is more suitable. A palette is a texture, which can contain up to 256 pixels. Each pixel is one possible color for the node/item. You can register one node/item, which can have up to 256 colors. #### Palette indexing When using palettes, you always provide a pixel index for the given node or `ItemStack`. The palette is read from left to right and from top to bottom. If the palette has less than 256 pixels, then it is stretched to contain exactly 256 pixels (after arranging the pixels to one line). The indexing starts from 0. Examples: * 16x16 palette, index = 0: the top left corner * 16x16 palette, index = 4: the fifth pixel in the first row * 16x16 palette, index = 16: the pixel below the top left corner * 16x16 palette, index = 255: the bottom right corner * 2 (width) x 4 (height) palette, index = 31: the top left corner. The palette has 8 pixels, so each pixel is stretched to 32 pixels, to ensure the total 256 pixels. * 2x4 palette, index = 32: the top right corner * 2x4 palette, index = 63: the top right corner * 2x4 palette, index = 64: the pixel below the top left corner #### Using palettes with items When registering an item, set the item definition's `palette` field to a texture. You can also use texture modifiers. The `ItemStack`'s color depends on the `palette_index` field of the stack's metadata. `palette_index` is an integer, which specifies the index of the pixel to use. #### Linking palettes with nodes When registering a node, set the item definition's `palette` field to a texture. You can also use texture modifiers. The node's color depends on its `param2`, so you also must set an appropriate `paramtype2`: * `paramtype2 = "color"` for nodes which use their full `param2` for palette indexing. These nodes can have 256 different colors. The palette should contain 256 pixels. * `paramtype2 = "colorwallmounted"` for nodes which use the first five bits (most significant) of `param2` for palette indexing. The remaining three bits are describing rotation, as in `wallmounted` paramtype2. Division by 8 yields the palette index (without stretching the palette). These nodes can have 32 different colors, and the palette should contain 32 pixels. Examples: * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1) pixel will be picked from the palette. * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1) pixel will be picked from the palette. * `paramtype2 = "colorfacedir"` for nodes which use the first three bits of `param2` for palette indexing. The remaining five bits are describing rotation, as in `facedir` paramtype2. Division by 32 yields the palette index (without stretching the palette). These nodes can have 8 different colors, and the palette should contain 8 pixels. Examples: * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the first (= 0 + 1) pixel will be picked from the palette. * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the second (= 1 + 1) pixel will be picked from the palette. To colorize a node on the map, set its `param2` value (according to the node's paramtype2). ### Conversion between nodes in the inventory and on the map Static coloring is the same for both cases, there is no need for conversion. If the `ItemStack`'s metadata contains the `color` field, it will be lost on placement, because nodes on the map can only use palettes. If the `ItemStack`'s metadata contains the `palette_index` field, it is automatically transferred between node and item forms by the engine, when a player digs or places a colored node. You can disable this feature by setting the `drop` field of the node to itself (without metadata). To transfer the color to a special drop, you need a drop table. Example: minetest.register_node("mod:stone", { description = "Stone", tiles = {"default_stone.png"}, paramtype2 = "color", palette = "palette.png", drop = { items = { -- assume that mod:cobblestone also has the same palette {items = {"mod:cobblestone"}, inherit_color = true }, } } }) ### Colored items in craft recipes Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration: minetest.register_craft({ output = minetest.itemstring_with_palette("wool:block", 3), type = "shapeless", recipe = { "wool:block", "dye:red", }, }) To set the `color` field, you can use `minetest.itemstring_with_color`. Metadata field filtering in the `recipe` field are not supported yet, so the craft output is independent of the color of the ingredients. Soft texture overlay -------------------- Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Minetest to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown. These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss. For inventory and wield images you can specify overlays which hardware coloring does not modify. You have to set `inventory_overlay` and `wield_overlay` fields to an image name. To define a node overlay, simply set the `overlay_tiles` field of the node definition. These tiles are defined in the same way as plain tiles: they can have a texture name, color etc. To skip one face, set that overlay tile to an empty string. Example (colored grass block): minetest.register_node("default:dirt_with_grass", { description = "Dirt with Grass", -- Regular tiles, as usual -- The dirt tile disables palette coloring tiles = {{name = "default_grass.png"}, {name = "default_dirt.png", color = "white"}}, -- Overlay tiles: define them in the same style -- The top and bottom tile does not have overlay overlay_tiles = {"", "", {name = "default_grass_side.png", tileable_vertical = false}}, -- Global color, used in inventory color = "green", -- Palette in the world paramtype2 = "color", palette = "default_foilage.png", }) Sounds ====== 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 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 is chosen randomly from the matching sounds. 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` Examples of sound parameter tables: -- Play locationless on all clients { gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player { to_player = name, gain = 1.0, -- default fade = 0.0, -- default, change to a value > 0 to fade the sound in pitch = 1.0, -- default } -- Play locationless to one player, looped { to_player = name, gain = 1.0, -- default loop = true, } -- Play in a location { pos = {x = 1, y = 2, z = 3}, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric } -- Play connected to an object, looped { object = <an ObjectRef>, gain = 1.0, -- default max_hear_distance = 32, -- default, uses an euclidean metric loop = true, } Looped sounds must either be connected to an object or played locationless to one player using `to_player = name,`. A positional sound will only be heard by players that are within `max_hear_distance` of the sound position, at the start of the sound. `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}` * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}` Registered definitions ====================== Anything added using certain [Registration functions] gets added to one or more of the global [Registered definition tables]. 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 existence before trying to access the fields. Example: All nodes register with `minetest.register_node` get added to the table `minetest.registered_nodes`. 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 end return minetest.registered_nodes[nodename][fieldname] end local drawtype = get_nodedef_field(nodename, "drawtype") 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 using minetest.registered_nodes[node.name] See [Registered definitions]. 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 ranging from 0 to 255. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values. Node paramtypes --------------- 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 its upper and lower 4 bits respectively. * Required by a light source node to enable spreading its light. * Required by the following drawtypes as they determine their visual brightness from their internal light value: * torchlike * signlike * firelike * fencelike * raillike * nodebox * mesh * plantlike * plantlike_rooted `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 / 4 = axis direction: 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y- * facedir modulo 4 = rotation around that axis * `paramtype2 = "leveled"` * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted". * Leveled nodebox: * The level of the top face of the nodebox is stored in `param2`. * The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes. * The nodebox height is (`param2` / 64) nodes. * The maximum accepted value of `param2` is 127. * Rooted plantlike: * The height of the 'plantlike' section is stored in `param2`. * The height is (`param2` / 16) nodes. * `paramtype2 = "degrotate"` * Only valid for "plantlike". The rotation of the node is stored in `param2`. * Values range 0 - 179. The value stored in `param2` is multiplied by two to get the actual rotation in degrees of the node. * `paramtype2 = "meshoptions"` * Only valid for "plantlike". The value of `param2` becomes a bitfield which can be used to change how the client draws plantlike nodes. * Bits 0, 1 and 2 form a mesh selector. Currently the following meshes are choosable: * 0 = a "x" shaped plant (ordinary plant) * 1 = a "+" shaped plant (just rotated 45 degrees) * 2 = a "*" shaped plant with 3 faces instead of 2 * 3 = a "#" shaped plant with 4 faces instead of 2 * 4 = a "#" shaped plant with 4 faces that lean outwards * 5-7 are unused and reserved for future meshes. * Bits 3 through 7 are optional flags that can be combined and give these effects: * bit 3 (0x08) - Makes the plant slightly vary placement horizontally * bit 4 (0x10) - Makes the plant mesh 1.4x larger * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max) * bits 6-7 are reserved for future use. * `paramtype2 = "color"` * `param2` tells which color is picked from the palette. The palette should have 256 pixels. * `paramtype2 = "colorfacedir"` * Same as `facedir`, but with colors. * The first three bits of `param2` tells which color is picked from the palette. The palette should have 8 pixels. * `paramtype2 = "colorwallmounted"` * Same as `wallmounted`, but with colors. * The first five bits of `param2` tells which color is picked from the palette. The palette should have 32 pixels. * `paramtype2 = "glasslikeliquidlevel"` * Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes. * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty and 63 being full. * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}` 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` * A node-sized cube. * `airlike` * Invisible, uses no texture. * `liquid` * The cubic source node for a liquid. * `flowingliquid` * The flowing version of a liquid, appears with various heights and slopes. * `glasslike` * Often used for partially-transparent nodes. * Only external sides of textures are visible. * `glasslike_framed` * All face-connected nodes are drawn as one volume within a surrounding frame. * The frame appearance is generated from the edges of the first texture specified in `tiles`. The width of the edges used are 1/16th of texture size: 1 pixel for 16x16, 2 pixels for 32x32 etc. * The glass 'shine' (or other desired detail) on each node face is supplied by the second texture specified in `tiles`. * `glasslike_framed_optional` * This switches between the above 2 drawtypes according to the menu setting 'Connected Glass'. * `allfaces` * Often used for partially-transparent nodes. * External and internal sides of textures are visible. * `allfaces_optional` * Often used for leaves nodes. * This switches between `normal`, `glasslike` and `allfaces` according to the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves. * With 'Simple Leaves' selected, the texture specified in `special_tiles` is used instead, if present. This allows a visually thicker texture to be used to compensate for how `glasslike` reduces visual thickness. * `torchlike` * A single vertical texture. * If placed on top of a node, uses the first texture specified in `tiles`. * If placed against the underside of a node, uses the second texture specified in `tiles`. * If placed on the side of a node, uses the third texture specified in `tiles` and is perpendicular to that node. * `signlike` * A single texture parallel to, and mounted against, the top, underside or side of a node. * `plantlike` * Two vertical and diagonal textures at right-angles to each other. * See `paramtype2 = "meshoptions"` above for other options. * `firelike` * When above a flat surface, appears as 6 textures, the central 2 as `plantlike` plus 4 more surrounding those. * If not above a surface the central 2 do not appear, but the texture appears against the faces of surrounding nodes if they are present. * `fencelike` * A 3D model suitable for a wooden fence. * One placed node appears as a single vertical post. * Adjacently-placed nodes cause horizontal bars to appear between them. * `raillike` * Often used for tracks for mining carts. * Requires 4 textures to be specified in `tiles`, in order: Straight, curved, t-junction, crossing. * Each placed node automatically switches to a suitable rotated texture determined by the adjacent `raillike` nodes, in order to create a continuous track network. * Becomes a sloping node if placed against stepped nodes. * `nodebox` * Often used for stairs and slabs. * Allows defining nodes consisting of an arbitrary number of boxes. * See [Node boxes] below for more information. * `mesh` * Uses models for nodes. * Tiles should hold model materials textures. * Only static meshes are implemented. * For supported model formats see Irrlicht engine documentation. * `plantlike_rooted` * Enables underwater `plantlike` without air bubbles around the nodes. * Consists of a base cube at the co-ordinates of the node plus a `plantlike` extension above with a height of `param2 / 16` nodes. * The `plantlike` extension visually passes through any nodes above the base cube without affecting them. * The base cube texture tiles are defined as normal, the `plantlike` extension uses the defined special tile, for example: `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},` `*_optional` drawtypes need less rendering time if deactivated (always client-side). Node boxes ---------- Node selection boxes are defined using "node boxes". A nodebox is defined as any of: { -- A normal cube; the default in most things type = "regular" } { -- A fixed box (or boxes) (facedir param2 is used, if applicable) type = "fixed", fixed = box OR {box1, box2, ...} } { -- A variable height box (or boxes) with the top face position defined -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' -- by param2. -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'. type = "leveled", 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 node that has optional boxes depending on neighbouring nodes' -- presence and type. See also `connects_to`. type = "connected", fixed = box OR {box1, box2, ...} connect_top = box OR {box1, box2, ...} connect_bottom = box OR {box1, box2, ...} connect_front = box OR {box1, box2, ...} connect_left = box OR {box1, box2, ...} connect_back = box OR {box1, box2, ...} connect_right = box OR {box1, box2, ...} -- The following `disconnected_*` boxes are the opposites of the -- `connect_*` ones above, i.e. when a node has no suitable neighbour -- on the respective side, the corresponding disconnected box is drawn. disconnected_top = box OR {box1, box2, ...} disconnected_bottom = box OR {box1, box2, ...} disconnected_front = box OR {box1, box2, ...} disconnected_left = box OR {box1, box2, ...} disconnected_back = box OR {box1, box2, ...} disconnected_right = box OR {box1, box2, ...} disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour disconnected_sides = box OR {box1, box2, ...} -- when there are *no* -- neighbours to the sides } 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}, Map terminology and coordinates =============================== Nodes, mapblocks, mapchunks --------------------------- A 'node' is the fundamental cubic unit of a world and appears to a player as roughly 1x1x1 meters in size. A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the fundamental region of a world that is stored in the world database, sent to clients and handled by many parts of the engine. 'mapblock' is preferred terminology to 'block' to help avoid confusion with 'node', however 'block' often appears in the API. A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks (80x80x80 nodes) and is the volume of world generated in one operation by the map generator. The size in mapblocks has been chosen to optimise map generation. Coordinates ----------- ### Orientation of axes For node and mapblock coordinates, +X is East, +Y is up, +Z is North. ### Node coordinates Almost all positions used in the API use node coordinates. ### Mapblock coordinates Occasionally the API uses 'blockpos' which refers to mapblock coordinates that specify a particular mapblock. For example blockpos (0,0,0) specifies the mapblock that extends from node position (0,0,0) to node position (15,15,15). #### Converting node position to the containing blockpos To calculate the blockpos of the mapblock that contains the node at 'nodepos', for each axis: * blockpos = math.floor(nodepos / 16) #### Converting blockpos to min/max node positions To calculate the min/max node positions contained in the mapblock at 'blockpos', for each axis: * Minimum: nodepos = blockpos * 16 * Maximum: nodepos = blockpos * 16 + 15 HUD === 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`. 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 is a table where `x` and `y` range from `-1` to `1`, with `0` being central. `-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! Below are the specific uses for fields in each type; fields not listed for that type are ignored. ### `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` * `offset`: offset in pixels from position. ### `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} For helper functions see [Spatial Vectors]. `pointed_thing` --------------- * `{type="nothing"}` * `{type="node", under=pos, above=pos}` * `{type="object", ref=ObjectRef}` Exact pointing location (currently only `Raycast` supports these fields): * `pointed_thing.intersection_point`: The absolute world coordinates of the point on the selection box which is pointed at. May be in the selection box if the pointer is in the box too. * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts from 1). * `pointed_thing.intersection_normal`: Unit vector, points outwards of the selected selection box. This specifies which face is pointed at. Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the selection box. 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 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. 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} which is equivalent to "place_center_x, noplace_center_y, place_center_z" or even "place_center_x, place_center_z" since, by default, no schematic attributes are set. Items ===== Item types ---------- There are three kinds of items: nodes, tools and craftitems. * Node: Can be placed in the world's voxel grid * Tool: Has a wear property but cannot be stacked. The default use action is to dig nodes or hit objects according to its tool capabilities. * Craftitem: Cannot dig nodes or be placed Amount and wear --------------- All item stacks have an amount between 0 and 65535. It is 1 by default. Tool item stacks can not have an amount greater than 1. Tools use a wear (damage) value ranging from 0 to 65535. The value 0 is the default and is used for unworn tools. The values 1 to 65535 are used for worn tools, where a higher value stands for a higher wear. Non-tools always have a wear value of 0. Item formats ------------ Items and item stacks can exist in three formats: Serializes, table format and `ItemStack`. When an item must be passed to a function, it can usually be in any of these formats. ### Serialized This is called "stackstring" or "itemstring". It is a simple string with 1-3 components: the full item identifier, an optional amount and an optional wear value. Syntax: <identifier> [<amount>[ <wear>]] Examples: * `'default:apple'`: 1 apple * `'default:dirt 5'`: 5 dirt * `'default:pick_stone'`: a new stone pickaxe * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out ### 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. 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: -- Default dirt groups = {crumbly=3, soil=1} -- A more special dirt-kind of thing groups = {crumbly=2, soil=1, level=2, outerspace=1} 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 --------------- Groups of items can define what kind of an item it is (e.g. wool). 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 ------------------ 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}) 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) } 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 * `punch_operable`: For entities; 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. * `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 reducing tool wear * `2`: the node always gets the digging time 0.5 seconds (rail, sign) * `3`: the node always gets the digging time 0 seconds (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 * `float`: the node will not fall through liquids * `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. * `connect_to_raillike`: makes nodes of raillike drawtype with same group value connect to each other * `slippery`: Players and items will slide on the node. Slipperiness rises steadily with `slippery` value, starting at 1. * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the `"toolrepair"` crafting recipe 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 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 hearts. * `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 faster digging time. 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. 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 ===== 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 ### 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 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 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 ### Maximum level Tells what is the maximum level of a node of this group that the tool will be able to dig. ### 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. If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes; If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB. ### 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}} } 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` 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 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 easy nodes to be quickly breakable. * 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 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. The group `immortal` completely disables normal damage. 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, damage) 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. * `damage` damage that will be done to entity Return value of this function will determine if damage is done by this function (retval true) or shall be done by engine (retval false) 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`. Metadata ======== 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 metadata contains two things: * 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 Example: 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" } }) Item Metadata ------------- Item stacks can store metadata too. See [`ItemStackMetaRef`]. Item metadata only contains a key-value store. Some of the values in the key-value store are handled specially: * `description`: Set the item stack's description. Defaults to `idef.description`. * `color`: A `ColorString`, which sets the stack's color. * `palette_index`: If the item has a palette, this is used to get the current color from the palette. Example: local meta = stack:get_meta() meta:set_string("key", "value") print(dump(meta:to_table())) Formspec ======== Formspec defines a menu. This supports inventories and some of the typical widgets like buttons, checkboxes, text input fields, etc. It is a string, with a somewhat strange format. A formspec is made out of formspec elements, which includes widgets like buttons but also can be used to set stuff like background color. Many formspec elements have a `name`, which is a unique identifier which is used when the server receives user input. You must not use the name "quit" for formspec elements. Spaces and newlines can be inserted between the blocks, as is used in the examples. Position and size units are inventory slots, `X` and `Y` position the formspec element relative to the top left of the menu or container. `W` and `H` are its width and height values. Inventories with a `player:<name>` inventory location are only sent to the player named `<name>`. When displaying text which can contain formspec code, e.g. text set by a player, use `minetest.formspec_escape`. For coloured text you can use `minetest.colorize`. WARNING: Minetest allows you to add elements to every single formspec instance using `player:set_formspec_prepend()`, which may be the reason backgrounds are appearing when you don't expect them to. See [`no_prepend[]`]. Examples -------- ### Chest size[8,9] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] ### 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 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[<W>,<H>,<fixed_size>]` * Define the size of the menu in inventory slots * `fixed_size`: `true`/`false` (optional) * deprecated: `invsize[<W>,<H>;]` ### `position[<X>,<Y>]` * Must be used after `size` element. * Defines the position on the game window of the formspec's `anchor` point. * For X and Y, 0.0 and 1.0 represent opposite edges of the game window, for example: * [0.0, 0.0] sets the position to the top left corner of the game window. * [1.0, 1.0] sets the position to the bottom right of the game window. * Defaults to the center of the game window [0.5, 0.5]. ### `anchor[<X>,<Y>]` * Must be used after both `size` and `position` (if present) elements. * Defines the location of the anchor point within the formspec. * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec, for example: * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec. * [1.0, 0.0] sets the anchor to the top right of the formspec. * Defaults to the center of the formspec [0.5, 0.5]. * `position` and `anchor` elements need suitable values to avoid a formspec extending off the game window due to particular game window sizes. ### `no_prepend[]` * Must be used after the `size`, `position`, and `anchor` elements (if present). * Disables player:set_formspec_prepend() from applying to this formspec. ### `container[<X>,<Y>]` * Start of a container block, moves all physical elements in the container by (X, Y). * Must have matching `container_end` * Containers can be nested, in which case the offsets are added (child containers are relative to parent containers) ### `container_end[]` * End of a container, following elements are no longer relative to this container. ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]` * Show an inventory list if it has been sent to the client. Nothing will be shown if the inventory list is of size 0. ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]` * Show an inventory list if it has been sent to the client. Nothing will be shown if the inventory list is of size 0. ### `listring[<inventory location>;<list name>]` * Allows to create a ring of inventory lists * Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring * The first occurrence of an element inside the ring will determine the inventory where items will be sent to ### `listring[]` * Shorthand for doing `listring[<inventory location>;<list name>]` for the last two inventory lists added by list[...] ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]` * Sets background color of slots as `ColorString` * Sets background color of slots on mouse hovering * Sets color of slots border ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]` * 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[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]` * Adds tooltip for an element * `<bgcolor>` tooltip background color as `ColorString` (optional) * `<fontcolor>` tooltip font color as `ColorString` (optional) ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]` * Adds tooltip for an area. Other tooltips will take priority when present. * `<bgcolor>` tooltip background color as `ColorString` (optional) * `<fontcolor>` tooltip font color as `ColorString` (optional) ### `image[<X>,<Y>;<W>,<H>;<texture name>]` * Show an image ### `item_image[<X>,<Y>;<W>,<H>;<item name>]` * Show an inventory image of registered item/node ### `bgcolor[<color>;<fullscreen>]` * Sets background color of formspec as `ColorString` * If `true`, the background color is drawn fullscreen (does not affect the size of the formspec). ### `background[<X>,<Y>;<W>,<H>;<texture name>]` * Use a background. Inventory rectangles are not drawn then. * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px. ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]` * Use a background. Inventory rectangles are not drawn then. * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px * If `auto_clip` is `true`, the background is clipped to the formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]` * Textual password style field; will be sent to server when a button is clicked * When enter is pressed in field, fields.key_enter_field will be sent with the name of this field. * Fields are a set height, but will be vertically centred on `H` * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * See `field_close_on_enter` to stop enter closing the formspec ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Textual field; will be sent to server when a button is clicked * When enter is pressed in field, `fields.key_enter_field` will be sent with the name of this field. * Fields are a set height, but will be vertically centred on `H` * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field * `default` is the default value of the field * `default` may contain variable references such as `${text}` which will fill the value from the metadata value `text` * **Note**: no extra text or more than a single variable is supported ATM. * See `field_close_on_enter` to stop enter closing the formspec ### `field[<name>;<label>;<default>]` * As above, but without position/size units * When enter is pressed in field, `fields.key_enter_field` will be sent with the name of this field. * Special field for creating simple forms, such as sign text input * Must be used without a `size[]` element * A "Proceed" button will be added automatically * See `field_close_on_enter` to stop enter closing the formspec ### `field_close_on_enter[<name>;<close_on_enter>]` * <name> is the name of the field * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it. * defaults to true when not specified (ie: no tag for a field) ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` * Same as fields above, but with multi-line input * If the text overflows, a vertical scrollbar is added. * If the name is empty, the textarea is read-only and the background is not shown, which corresponds to a multi-line label. ### `label[<X>,<Y>;<label>]` * The label formspec element displays the text set in `label` at the specified position. * The text is displayed directly without automatic line breaking, so label should not be used for big text chunks. ### `vertlabel[<X>,<Y>;<label>]` * Textual label drawn vertically * `label` is the text on the label ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]` * Clickable button. When clicked, fields will be sent. * Fixed button height. It will be vertically centred on `H` * `label` is the text on the button ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * `texture name` is the filename of an image ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]` * `texture name` is the filename of an image * `noclip=true` means the image button doesn't need to be within specified formsize. * `drawborder`: draw button border or not * `pressed texture name` is the filename of an image on pressed state ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]` * `item name` is the registered name of an item/node * The item description will be used as the tooltip. This can be overridden with a tooltip element. ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` * When clicked, fields will be sent and the form will quit. ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]` * Scrollable item list showing arbitrary text elements * `name` fieldname sent to server on doubleclick value is current selected element. * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only). * if you want a listelement to start with "#" write "##". ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]` * Scrollable itemlist showing arbitrary text elements * `name` fieldname sent to server on doubleclick value is current selected element. * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format * if you want a listelement to start with "#" write "##" * Index to be selected within textlist * `true`/`false`: draw transparent background * See also `minetest.explode_textlist_event` (main menu: `core.explode_textlist_event`). ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]` * Show a tab**header** at specific position (ignores formsize) * `name` fieldname data is transferred to Lua * `caption 1`...: name shown on top of tab * `current_tab`: index of selected tab 1... * `transparent` (optional): show transparent * `draw_border` (optional): draw border ### `box[<X>,<Y>;<W>,<H>;<color>]` * Simple colored box * `color` is color specified as a `ColorString`. If the alpha component is left blank, the box will be semitransparent. ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]` * Show a dropdown field * **Important note**: There are two different operation modes: 1. handle directly on change (only changed dropdown is submitted) 2. read the value on pressing a button (all dropdown values are available) * `x` and `y` position of dropdown * Width of dropdown * Fieldname data is transferred to Lua * Items to be shown in dropdown * Index of currently selected dropdown item ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]` * Show a checkbox * `name` fieldname data is transferred to Lua * `label` to be shown left of checkbox * `selected` (optional): `true`/`false` ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` * Show a scrollbar * There are two ways to use it: 1. handle the changed event (only changed scrollbar is available) 2. read the value on pressing a button (all scrollbars are available) * `orientation`: `vertical`/`horizontal` * Fieldname data is transferred to Lua * Value this trackbar is set to (`0`-`1000`) * See also `minetest.explode_scrollbar_event` (main menu: `core.explode_scrollbar_event`). ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]` * Show scrollable table using options defined by the previous `tableoptions[]` * Displays cells as defined by the previous `tablecolumns[]` * `name`: fieldname sent to server on row select or doubleclick * `cell 1`...`cell n`: cell contents given in row-major order * `selected idx`: index of row to be selected within table (first row = `1`) * See also `minetest.explode_table_event` (main menu: `core.explode_table_event`). ### `tableoptions[<opt 1>;<opt 2>;...]` * Sets options for `table[]` * `color=#RRGGBB` * default text color (`ColorString`), defaults to `#FFFFFF` * `background=#RRGGBB` * table background color (`ColorString`), defaults to `#000000` * `border=<true/false>` * should the table be drawn with a border? (default: `true`) * `highlight=#RRGGBB` * highlight background color (`ColorString`), defaults to `#466432` * `highlight_text=#RRGGBB` * highlight text color (`ColorString`), defaults to `#FFFFFF` * `opendepth=<value>` * all subtrees up to `depth < value` are open (default value = `0`) * only useful when there is a column of type "tree" ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]` * Sets columns for `table[]` * Types: `text`, `image`, `color`, `indent`, `tree` * `text`: show cell contents as text * `image`: cell contents are an image index, use column options to define images. * `color`: cell contents are a ColorString and define color of following cell. * `indent`: cell contents are a number and define indentation of following cell. * `tree`: same as indent, but user can open and close subtrees (treeview-like). * Column options: * `align=<value>` * for `text` and `image`: content alignment within cells. Available values: `left` (default), `center`, `right`, `inline` * `width=<value>` * for `text` and `image`: minimum width in em (default: `0`) * for `indent` and `tree`: indent width in em (default: `1.5`) * `padding=<value>`: padding left of the column, in em (default `0.5`). Exception: defaults to 0 for indent columns * `tooltip=<value>`: tooltip text (default: empty) * `image` column options: * `0=<value>` sets image for image index 0 * `1=<value>` sets image for image index 1 * `2=<value>` sets image for image index 2 * and so on; defined indices need not be contiguous empty or non-numeric cells are treated as `0`. * `color` column options: * `span=<value>`: number of following columns to affect (default: infinite). **Note**: do _not_ use a element name starting with `key_`; those names are reserved to pass key press events to formspec! Inventory ========= Inventory locations ------------------- * `"context"`: Selected node metadata (deprecated: `"current_name"`) * `"current_player"`: Player to whom the menu is shown * `"player:<name>"`: Any player * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata * `"detached:<name>"`: A detached inventory Player Inventory lists ---------------------- * `main`: list containing the default inventory * `craft`: list containing the craft input * `craftpreview`: list containing the craft prediction * `craftresult`: list containing the crafted output * `hand`: list containing an override for the empty hand * Is not created automatically, use `InvRef:set_size` Colors ====== `ColorString` ------------- `#RGB` defines a color in hexadecimal format. `#RGBA` defines a color in hexadecimal format and alpha channel. `#RRGGBB` defines a color in hexadecimal format. `#RRGGBBAA` defines a color in hexadecimal format and alpha channel. Named colors are also supported and are equivalent to [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors). 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. `ColorSpec` ----------- A ColorSpec specifies a 32-bit color. It can be written in any of the following forms: * table form: Each element ranging from 0..255 (a, if absent, defaults to 255): * `colorspec = {a=255, r=0, g=255, b=0}` * numerical form: The raw integer value of an ARGB8 quad: * `colorspec = 0xFF00FF00` * string form: A ColorString (defined above): * `colorspec = "green"` Escape sequences ================ Most text can contain escape sequences, that can for example color the text. 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 * The escape sequence sets the text color to `color` * `minetest.colorize(color, message)`: * Equivalent to: `minetest.get_color_escape_sequence(color) .. message .. minetest.get_color_escape_sequence("#ffffff")` * `minetest.get_background_escape_sequence(color)` * `color` is a ColorString * The escape sequence sets the background of the whole text element to `color`. Only defined for item descriptions and tooltips. * `minetest.strip_foreground_colors(str)` * Removes foreground colors added by `get_color_escape_sequence`. * `minetest.strip_background_colors(str)` * Removes background colors added by `get_background_escape_sequence`. * `minetest.strip_colors(str)` * Removes all color escape sequences. Spatial Vectors =============== A spatial vector is similar to a position, but instead using absolute world coordinates, it uses *relative* coordinates, relative to no particular point. Internally, it is implemented as a table with the 3 fields `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`. For the following functions, `v`, `v1`, `v2` are vectors, `p1`, `p2` are positions: * `vector.new(a[, b, c])`: * Returns a vector. * A copy of `a` if `a` is a vector. * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers. * `vector.direction(p1, p2)`: * Returns a vector of length 1 with direction `p1` to `p2`. * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`. * `vector.distance(p1, p2)`: * Returns zero or a positive number, the distance between `p1` and `p2`. * `vector.length(v)`: * Returns zero or a positive number, the length of vector `v`. * `vector.normalize(v)`: * Returns a vector of length 1 with direction of vector `v`. * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`. * `vector.floor(v)`: * Returns a vector, each dimension rounded down. * `vector.round(v)`: * Returns a vector, each dimension rounded to nearest integer. * `vector.apply(v, func)`: * Returns a vector where the function `func` has been applied to each component. * `vector.equals(v1, v2)`: * Returns a boolean, `true` if the vectors are identical. * `vector.sort(v1, v2)`: * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`. * `vector.angle(v1, v2)`: * Returns the angle between `v1` and `v2` in radians. For the following functions `x` can be either a vector or a number: * `vector.add(v, x)`: * Returns a vector. * If `x` is a vector: Returns the sum of `v` and `x`. * If `x` is a number: Adds `x` to each component of `v`. * `vector.subtract(v, x)`: * Returns a vector. * If `x` is a vector: Returns the difference of `v` subtracted by `x`. * If `x` is a number: Subtracts `x` from each component of `v`. * `vector.multiply(v, x)`: * Returns a scaled vector or Schur product. * `vector.divide(v, x)`: * Returns a scaled vector or Schur quotient. Helper functions ================ * `dump2(obj, name, dumped)`: returns a string which makes `obj` human-readable, handles reference loops. * `obj`: arbitrary variable * `name`: string, default: `"_"` * `dumped`: table, default: `{}` * `dump(obj, dumped)`: returns a string which makes `obj` human-readable * `obj`: arbitrary variable * `dumped`: table, default: `{}` * `math.hypot(x, y)` * Get the hypotenuse of a triangle with legs x and y. Useful for distance calculation. * `math.sign(x, tolerance)`: returns `-1`, `0` or `1` * Get the sign of a number. * tolerance: number, default: `0.0` * If the absolute value of `x` is within the `tolerance` or `x` is NaN, `0` is returned. * `math.factorial(x)`: returns the factorial of `x` * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)` * `separator`: string, default: `","` * `include_empty`: boolean, default: `false` * `max_splits`: number, if it's negative, splits aren't limited, default: `-1` * `sep_is_pattern`: boolean, it specifies whether separator is a plain string or a pattern (regex), default: `false` * e.g. `"a,b":split","` returns `{"a","b"}` * `string:trim()`: returns the string without whitespace pre- and suffixes * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"` * `minetest.wrap_text(str, limit, as_table)`: returns a string or table * Adds newlines to the string to keep it within the specified character limit * Note that the returned lines may be longer than the limit since it only splits at word borders. * `limit`: number, maximal amount of characters in one line * `as_table`: boolean, if set to true, a table of lines instead of a string is returned, default: `false` * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"` * `pos`: table {x=X, y=Y, z=Z} * Converts the position `pos` to a human-readable, printable string * `decimal_places`: number, if specified, the x, y and z values of the position are rounded to the given decimal place. * `minetest.string_to_pos(string)`: returns a position or `nil` * Same but in reverse. * If the string can't be parsed to a position, nothing is returned. * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions * Converts a string representing an area box into two positions * `minetest.formspec_escape(string)`: returns a string * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs. * `minetest.is_yes(arg)` * returns true if passed 'y', 'yes', 'true' or a number that isn't zero. * `minetest.is_nan(arg)` * returns true when the passed number represents NaN. * `minetest.get_us_time()` * returns time with microsecond precision. May not return wall time. * `table.copy(table)`: returns a table * returns a deep copy of `table` * `table.indexof(list, val)`: returns the smallest numerical index containing the value `val` in the table `list`. Non-numerical indices are ignored. If `val` could not be found, `-1` is returned. `list` must not have negative indices. * `table.insert_all(table, other_table)`: * Appends all values in `other_table` to `table` - uses `#table + 1` to find new indices. * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position. * returns the exact position on the surface of a pointed node * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool that digs a node. Returns a table with the following fields: * `diggable`: `true` if node can be dug, `false` otherwise. * `time`: Time it would take to dig the node. * `wear`: How much wear would be added to the tool. `time` and `wear` are meaningless if node's not diggable Parameters: * `groups`: Table of the node groups of the node that would be dug * `tool_capabilities`: Tool capabilities table of the tool * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`: Simulates an item that punches an object. Returns a table with the following fields: * `hp`: How much damage the punch would cause. * `wear`: How much wear would be added to the tool. Parameters: * `groups`: Damage groups of the object * `tool_capabilities`: Tool capabilities table of the item * `time_from_last_punch`: time in seconds since last punch action Translations ============ Texts can be translated client-side with the help of `minetest.translate` and translation files. Translating a string -------------------- Two functions are provided to translate strings: `minetest.translate` and `minetest.get_translator`. * `minetest.get_translator(textdomain)` is a simple wrapper around `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is equivalent to `minetest.translate(textdomain, str, ...)`. It is intended to be used in the following way, so that it avoids verbose repetitions of `minetest.translate`: local S = minetest.get_translator(textdomain) S(str, ...) As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead. * `minetest.translate(textdomain, str, ...)` translates the string `str` with the given `textdomain` for disambiguation. The textdomain must match the textdomain specified in the translation file in order to get the string translated. This can be used so that a string is translated differently in different contexts. It is advised to use the name of the mod as textdomain whenever possible, to avoid clashes with other mods. This function must be given a number of arguments equal to the number of arguments the translated string expects. Arguments are literal strings -- they will not be translated, so if you want them to be, they need to come as outputs of `minetest.translate` as well. For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red". We can do the following: local S = minetest.get_translator() S("@1 Wool", S("Red")) This will be displayed as "Red Wool" on old clients and on clients that do not have localization enabled. However, if we have for instance a translation file named `wool.fr.tr` containing the following: @1 Wool=Laine @1 Red=Rouge this will be displayed as "Laine Rouge" on clients with a French locale. Operations on translated strings -------------------------------- The output of `minetest.translate` is a string, with escape sequences adding additional information to that string so that it can be translated on the different clients. In particular, you can't expect operations like string.length to work on them like you would expect them to, or string.gsub to work in the expected manner. However, string concatenation will still work as expected (note that you should only use this for things like formspecs; do not translate sentences by breaking them into parts; arguments should be used instead), and operations such as `minetest.colorize` which are also concatenation. Translation file format ----------------------- A translation file has the suffix `.[lang].tr`, where `[lang]` is the language it corresponds to. It must be put into the `locale` subdirectory of the mod. The file should be a text file, with the following format: * Lines beginning with `# textdomain:` (the space is significant) can be used to specify the text domain of all following translations in the file. * All other empty lines or lines beginning with `#` are ignored. * Other lines should be in the format `original=translated`. Both `original` and `translated` can contain escape sequences beginning with `@` to insert arguments, literal `@`, `=` or newline (See [Escapes] below). There must be no extraneous whitespace around the `=` or at the beginning or the end of the line. Escapes ------- Strings that need to be translated can contain several escapes, preceded by `@`. * `@@` acts as a literal `@`. * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined when translated. Due to how translations are implemented, the original translation string **must** have its arguments in increasing order, without gaps or repetitions, starting from 1. * `@=` acts as a literal `=`. It is not required in strings given to `minetest.translate`, but is in translation files to avoid being confused with the `=` separating the original from the translation. * `@\n` (where the `\n` is a literal newline) acts as a literal newline. As with `@=`, this escape is not required in strings given to `minetest.translate`, but is in translation files. * `@n` acts as a literal newline as well. Perlin noise ============ Perlin noise creates a continuously-varying value depending on the input values. Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes. The result is used during map generation to create the terrain shape, vary heat and humidity to distribute biomes, vary the density of decorations or vary the structure of ores. Structure of perlin noise ------------------------- An 'octave' is a simple noise generator that outputs a value between -1 and 1. The smooth wavy noise it generates has a single characteristic scale, almost like a 'wavelength', so on its own does not create fine detail. Due to this perlin noise combines several octaves to create variation on multiple scales. Each additional octave has a smaller 'wavelength' than the previous. This combination results in noise varying very roughly between -2.0 and 2.0 and with an average value of 0.0, so `scale` and `offset` are then used to multiply and offset the noise variation. The final perlin noise variation is created as follows: noise = offset + scale * (octave1 + octave2 * persistence + octave3 * persistence ^ 2 + octave4 * persistence ^ 3 + ...) Noise Parameters ---------------- Noise Parameters are commonly called `NoiseParams`. ### `offset` After the multiplication by `scale` this is added to the result and is the final step in creating the noise value. Can be positive or negative. ### `scale` Once all octaves have been combined, the result is multiplied by this. Can be positive or negative. ### `spread` For octave1, this is roughly the change of input value needed for a very large variation in the noise value generated by octave1. It is almost like a 'wavelength' for the wavy noise variation. Each additional octave has a 'wavelength' that is smaller than the previous octave, to create finer detail. `spread` will therefore roughly be the typical size of the largest structures in the final noise variation. `spread` is a vector with values for x, y, z to allow the noise variation to be stretched or compressed in the desired axes. Values are positive numbers. ### `seed` This is a whole number that determines the entire pattern of the noise variation. Altering it enables different noise patterns to be created. With other parameters equal, different seeds produce different noise patterns and identical seeds produce identical noise patterns. For this parameter you can randomly choose any whole number. Usually it is preferable for this to be different from other seeds, but sometimes it is useful to be able to create identical noise patterns. When used in mapgen this is actually a 'seed offset', it is added to the 'world seed' to create the seed used by the noise, to ensure the noise has a different pattern in different worlds. ### `octaves` The number of simple noise generators that are combined. A whole number, 1 or more. Each additional octave adds finer detail to the noise but also increases the noise calculation load. 3 is a typical minimum for a high quality, complex and natural-looking noise variation. 1 octave has a slight 'gridlike' appearence. Choose the number of octaves according to the `spread` and `lacunarity`, and the size of the finest detail you require. For example: if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be 512, 256, 128, 64, 32, 16 nodes. Warning: If the 'wavelength' of any octave falls below 1 an error will occur. ### `persistence` Each additional octave has an amplitude that is the amplitude of the previous octave multiplied by `persistence`, to reduce the amplitude of finer details, as is often helpful and natural to do so. Since this controls the balance of fine detail to large-scale detail `persistence` can be thought of as the 'roughness' of the noise. A positive or negative non-zero number, often between 0.3 and 1.0. A common medium value is 0.5, such that each octave has half the amplitude of the previous octave. This may need to be tuned when altering `lacunarity`; when doing so consider that a common medium value is 1 / lacunarity. ### `lacunarity` Each additional octave has a 'wavelength' that is the 'wavelength' of the previous octave multiplied by 1 / lacunarity, to create finer detail. 'lacunarity' is often 2.0 so 'wavelength' often halves per octave. A positive number no smaller than 1.0. Values below 2.0 create higher quality noise at the expense of requiring more octaves to cover a paticular range of 'wavelengths'. ### `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 with a slightly gridded appearence. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased. Easing a 3D noise significantly increases the noise calculation load, so use with restraint. #### `absvalue` The absolute value of each octave's noise variation is used when combining the octaves. The final perlin noise variation is created as follows: noise = offset + scale * (abs(octave1) + abs(octave2) * persistence + abs(octave3) * persistence ^ 2 + abs(octave4) * persistence ^ 3 + ...) ### Format example For 2D or 3D perlin noise or perlin noise maps: np_terrain = { offset = 0, scale = 1, spread = {x = 500, y = 500, z = 500}, seed = 571347, octaves = 5, persist = 0.63, lacunarity = 2.0, flags = "defaults, absvalue", } For 2D noise the Z component of `spread` is still defined but is ignored. A single noise parameter table can be used for 2D or 3D noise. Ores ==== 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` and `noise_threshold`. This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. This sheet consists of vertical columns of uniform randomly distributed height, varying between the inclusive range `column_height_min` and `column_height_max`. If `column_height_min` is not specified, this parameter defaults to 1. If `column_height_max` is not specified, this parameter defaults to `clust_size` for reverse compatibility. New code should prefer `column_height_max`. The `column_midpoint_factor` parameter controls the position of the column at which ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow equally starting from each direction. `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If this parameter is not specified, the default is 0.5. The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type. ### `puff` Creates a sheet of ore in a cloud-like puff shape. As with the `sheet` ore type, the size and shape of puffs are described by `noise_params` and `noise_threshold` and are placed at random vertical positions within the currently generated chunk. The vertical top and bottom displacement of each puff are determined by the noise parameters `np_puff_top` and `np_puff_bottom`, respectively. ### `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 different 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_threshold`. 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, lacunarity = 2.0, flags = "eased", }, noise_threshold = 1.6 **WARNING**: Use this ore type *very* sparingly since it is ~200x more computationally expensive than any other ore. ### `stratum` Creates a single undulating ore stratum that is continuous across mapchunk borders and horizontally spans the world. The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness` defines the stratum's vertical thickness (in units of nodes). Due to being continuous across mapchunk borders the stratum's vertical thickness is unlimited. If the noise parameter `noise_params` is omitted the ore will occur from y_min to y_max in a simple horizontal stratum. A parameter `stratum_thickness` can be provided instead of the noise parameter `np_stratum_thickness`, to create a constant thickness. Leaving out one or both noise parameters makes the ore generation less intensive, useful when adding multiple strata. `y_min` and `y_max` define the limits of the ore generation and for performance reasons should be set as close together as possible but without clipping the stratum's Y variation. Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a solid-ore stratum would require a `clust_scarcity` of 1. The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and `random_factor` are ignored by this ore type. Ore attributes -------------- See section [Flag Specifier Format]. Currently supported flags: `puff_cliffs`, `puff_additive_composition`. ### `puff_cliffs` If set, puff ore generation will not taper down large differences in displacement when approaching the edge of a puff. This flag has no effect for ore types other than `puff`. ### `puff_additive_composition` By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a negative displacement, the sub-column at that point is not generated. With this attribute set, puff ore generation will instead generate the absolute difference in noise displacement values. This flag has no effect for ore types other than `puff`. Decoration types ================ The varying types of decorations that can be placed. `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, waterlilies 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. Schematics ========== Schematic specifier -------------------- 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 specifies the following fields: * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required field) * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table sets the probability of a particular horizontal slice of the schematic being placed. (optional field) `ypos` = 0 for the lowest horizontal slice of a schematic. The default of `prob` is 255. * The `data` field is a flat table of MapNode tables making up the schematic, in the order of `[z [y [x]]]`. (required field) Each MapNode table contains: * `name`: the name of the map node to place (required) * `prob` (alias `param1`): the probability of this node being placed (default: 255) * `param2`: the raw param2 value of the node being placed onto the map (default: 0) * `force_place`: boolean representing if the node should forcibly overwrite any previous contents (default: false) About probability values: * A probability value of `0` or `1` means that node will never appear (0% chance). * A probability value of `254` or `255` means the node will always appear (100% chance). * If the probability value `p` is greater than `1`, then there is a `(p / 256 * 100)` percent chance that node will appear when the schematic is placed on the map. Schematic attributes -------------------- See section [Flag Specifier Format]. Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`, `force_placement`. * `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. * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes. Lua Voxel Manipulator ===================== About VoxelManip ---------------- VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting map nodes through VoxelManip will lack many of the higher level features and concepts you may be used to with other methods of setting nodes. For example, nodes will not have their construction and destruction callbacks run, and no rollback information is logged. It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility. If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use of high level node placement features, perhaps `minetest.set_node()` is better suited for the job. In addition, VoxelManip might not be faster, or could even be slower, for your specific use case. VoxelManip is most effective when setting large areas of map at once - for example, if only setting a 3x3x3 node area, a `minetest.set_node()` loop may be more optimal. Always profile code using both methods of map manipulation to determine which is most appropriate for your usage. A recent simple test of setting cubic areas showed that `minetest.set_node()` is faster than a VoxelManip for a 3x3x3 node cube or smaller. Using VoxelManip ---------------- A VoxelManip object can be created any time using either: `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`. If the optional position parameters are present for either of these routines, the specified region will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`. Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these positions indicate the minimum and maximum (respectively) positions of the area actually loaded in the VoxelManip, which may be larger than the area requested. For convenience, the loaded area coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`. Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a MapNode formatted table at the position requested is the simplest method to use, but also the slowest. Nodes in a VoxelManip object may also be read in bulk to a flat array table using: * `VoxelManip:get_data()` for node content (in Content ID form, see section [Content IDs]), * `VoxelManip:get_light_data()` for node light levels, and * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values. See section [Flat array format] for more details. It is very important to understand that the tables returned by any of the above three functions represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the data will not magically update itself if another function modifies the internal VoxelManip state. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless otherwise explicitly stated. Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using: * `VoxelManip:set_data()` for node content (in Content ID form, see section [Content IDs]), * `VoxelManip:set_light_data()` for node light levels, and * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values. The parameter to each of the above three functions can use any table at all in the same flat array format as produced by `get_data()` etc. and is not required to be a table retrieved from `get_data()`. Once the internal VoxelManip state has been modified to your liking, the changes can be committed back to the map by calling `VoxelManip:write_to_map()` ### Flat array format Let `Nx = p2.X - p1.X + 1`, `Ny = p2.Y - p1.Y + 1`, and `Nz = p2.Z - p1.Z + 1`. Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of the expression `Nx * Ny * Nz`. Positions offset from p1 are present in the array with the format of: [ (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0), (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0), ... (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0), (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1), ... (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2), ... (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz) ] and the array index for a position p contained completely in p1..p2 is: `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1` Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`. VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation of the index for a single point in a flat VoxelManip array. ### Content IDs A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use `minetest.get_content_id()` to look up the Content ID for the specified node name, and `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID. After registration of a node, its Content ID will remain the same throughout execution of the mod. Note that the node being queried needs to have already been been registered. The following builtin node types have their Content IDs defined as constants: * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes * `minetest.CONTENT_AIR`: ID for "air" nodes * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes ### Mapgen VoxelManip objects Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply but with a few differences: * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")` * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip. * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain consistency with the current map state. For this reason, calling any of the following functions: `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()` will also update the Mapgen VoxelManip object's internal state active on the current thread. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`. ### Other API functions operating on a VoxelManip If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called for these liquid nodes to begin flowing. It is recommended to call this function only after having written all buffered data back to the VoxelManip object, save for special situations where the modder desires to only have certain liquid nodes begin flowing. The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all registered decorations and ores throughout the full area inside of the specified VoxelManip object. `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`, except instead of placing the specified schematic directly on the map at the specified position, it will place the schematic inside the VoxelManip. ### Notes * Attempting to read data from a VoxelManip object before map is read will result in a zero-length array table for `VoxelManip:get_data()`, and an "ignore" node at any position for `VoxelManip:get_node_at()`. * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is filled with "ignore" nodes. * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip object in the same callback it had been created. * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static buffer the function can use to write map data to instead of returning a new table each call. This greatly enhances performance by avoiding unnecessary memory allocations. Methods ------- * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing the region formed by `p1` and `p2`. * returns actual emerged `pmin`, actual emerged `pmax` * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map. * **important**: data must be set using `VoxelManip:set_data()` before calling this. * if `light` is true, then lighting is automatically recalculated. The default value is true. If `light` is false, no light calculations happen, and you should correct all modified blocks with `minetest.fix_light()` as soon as possible. Keep in mind that modifying the map where light is incorrect can cause more lighting bugs. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position. * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object. * returns raw node data in the form of an array of node content IDs * if the param `buffer` is present, this table will be used to store the result instead. * `set_data(data)`: Sets the data contents of the `VoxelManip` object * `update_map()`: Does nothing, kept for compatibility. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value. * `light` is a table, `{day=<0...15>, night=<0...15>}` * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`. * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole area if left out. * `get_light_data()`: Gets the light data read into the `VoxelManip` object * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`. * Each value is the bitwise combination of day and night light values (`0` to `15` each). * `light = day + (night * 16)` * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`. * expects lighting data in the same format that `get_light_data()` returns * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object. * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`. * If the param `buffer` is present, this table will be used to store the result instead. * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`. * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`. * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`. * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole area if left out or nil. For almost all uses these should be left out or nil to use the default. * `propagate_shadow` is an optional boolean deciding whether shadows in a generated mapchunk above are propagated down into the mapchunk, defaults to `true` if left out. * `update_liquids()`: Update liquid flow * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere. * `get_emerged_area()`: Returns actual emerged minimum and maximum positions. `VoxelArea` ----------- A helper class for voxel areas. It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`. The coordinates are *inclusive*, like most other things in Minetest. ### Methods * `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`. * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`. * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`. * `x`, `y` and `z` must be integers to avoid an incorrect index result. * The position (x, y, z) is not checked for being inside the area volume, being outside can cause an incorrect index result. * Useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on. * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector. * As with `index(x, y, z)`, the components of `p` must be integers, and `p` is not checked for being inside the area volume. * `position(i)`: returns the absolute position vector corresponding to index `i`. * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`. * `containsp(p)`: same as above, except takes a vector * `containsi(i)`: same as above, except takes an index `i` * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices. * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`. * `iterp(minp, maxp)`: same as above, except takes a vector Mapgen objects ============== A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate` callback to speed up operations by avoiding unnecessary recalculations, these can be retrieved using the `minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or `get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned. The following Mapgen objects are currently available: ### `voxelmanip` This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that order. All mapgens support this object. ### `heightmap` Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen. ### `biomemap` Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen. ### `heatmap` Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen. ### `humiditymap` Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen. ### `gennotify` Returns a table mapping requested generation notification types to arrays of positions at which the corresponding generated structures are located within the current chunk. To set the capture of positions of interest to be recorded on generate, use `minetest.set_gen_notify()`. For decorations, the returned positions are the ground surface 'place_on' nodes, not the decorations themselves. A 'simple' type decoration is often 1 node above the returned position and possibly displaced by 'place_offset_y'. Possible fields of the table returned are: * `dungeon` * `temple` * `cave_begin` * `cave_end` * `large_cave_begin` * `large_cave_end` * `decoration` Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID. Registered entities =================== Functions receive a "luaentity" as `self`: * It has the member `.name`, which is the registered name `("mod:thing")` * It has the member `.object`, which is an `ObjectRef` pointing to the object * The original prototype stuff is visible directly via a metatable Callbacks: * `on_activate(self, staticdata, dtime_s)` * Called when the object is instantiated. * `dtime_s` is the time passed since the object was unloaded, which can be used for updating the entity state. * `on_step(self, dtime)` * Called on every server tick, after movement and collision processing. `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting in `minetest.conf`. * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)` * Called when somebody punches the object. * Note that you probably want to handle most punches using the automatic armor group system. * `puncher`: an `ObjectRef` (can be `nil`) * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`). * `tool_capabilities`: capability table of used tool (can be `nil`) * `dir`: unit vector of direction of punch. Always defined. Points from the puncher to the punched. * `damage`: damage that will be done to entity. * `on_death(self, killer)` * Called when the object dies. * `killer`: an `ObjectRef` (can be `nil`) * `on_rightclick(self, clicker)` * `on_attach_child(self, child)` * `child`: an `ObjectRef` of the child that attaches * `on_detach_child(self, child)` * `child`: an `ObjectRef` of the child that detaches * `on_detach(self, parent)` * `parent`: an `ObjectRef` (can be `nil`) from where it got detached * This happens before the parent object is removed from the world * `get_staticdata(self)` * Should return a string that will be passed to `on_activate` when the object is instantiated the next time. L-system trees ============== Tree definition --------------- treedef={ axiom, --string initial tree axiom rules_a, --string rules set A rules_b, --string rules set B rules_c, --string rules set C rules_d, --string rules set D trunk, --string trunk node name leaves, --string leaves node name leaves2, --string secondary leaves node name leaves2_chance,--num chance (0-100) to replace leaves with leaves2 angle, --num angle in deg iterations, --num max # of iterations, usually 2 -5 random_level, --num factor to lower nr of iterations, usually 0 - 3 trunk_type, --string single/double/crossed) type of trunk: 1 node, -- 2x2 nodes or 3x3 in cross shape thin_branches, --boolean true -> use thin (1 node) branches fruit, --string fruit node name fruit_chance, --num chance (0-100) to replace leaves with fruit node seed, --num random seed, if no seed is provided, the engine will create one. } Key for special L-System symbols used in axioms ----------------------------------------------- * `G`: move forward one unit with the pen up * `F`: move forward one unit with the pen down drawing trunks and branches * `f`: move forward one unit with the pen down drawing leaves (100% chance) * `T`: move forward one unit with the pen down drawing trunks only * `R`: move forward one unit with the pen down placing fruit * `A`: replace with rules set A * `B`: replace with rules set B * `C`: replace with rules set C * `D`: replace with rules set D * `a`: replace with rules set A, chance 90% * `b`: replace with rules set B, chance 80% * `c`: replace with rules set C, chance 70% * `d`: replace with rules set D, chance 60% * `+`: yaw the turtle right by `angle` parameter * `-`: yaw the turtle left by `angle` parameter * `&`: pitch the turtle down by `angle` parameter * `^`: pitch the turtle up by `angle` parameter * `/`: roll the turtle to the right by `angle` parameter * `*`: roll the turtle to the left by `angle` parameter * `[`: save in stack current state info * `]`: recover from stack state info Example ------- Spawn a small apple tree: pos = {x=230,y=20,z=4} apple_tree={ axiom="FFFFFAFFBF", rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]", rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]", trunk="default:tree", leaves="default:leaves", angle=30, iterations=2, random_level=0, trunk_type="single", thin_branches=true, fruit_chance=10, fruit="default:apple" } minetest.spawn_tree(pos,apple_tree) 'minetest' namespace reference ============================== Utilities --------- * `minetest.get_current_modname()`: returns the currently loading mod's name, when loading a mod. * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`. * Useful for loading additional `.lua` modules or static data from mod * `minetest.get_modnames()`: returns a list of installed mods * Return a list of installed mods, sorted alphabetically * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"` * Useful for storing custom data * `minetest.is_singleplayer()` * `minetest.features`: Table containing API feature flags { glasslike_framed = true, -- 0.4.7 nodebox_as_selectionbox = true, -- 0.4.7 get_all_craft_recipes_works = true, -- 0.4.7 -- The transparency channel of textures can optionally be used on -- nodes (0.4.7) use_texture_alpha = true, -- Tree and grass ABMs are no longer done from C++ (0.4.8) no_legacy_abms = true, -- Texture grouping is possible using parentheses (0.4.11) texture_names_parens = true, -- Unique Area ID for AreaStore:insert_area (0.4.14) area_store_custom_ids = true, -- add_entity supports passing initial staticdata to on_activate -- (0.4.16) add_entity_with_staticdata = true, -- Chat messages are no longer predicted (0.4.16) no_chat_message_prediction = true, -- The transparency channel of textures can optionally be used on -- objects (ie: players and lua entities) (5.0) object_use_texture_alpha = true, -- Object selectionbox is settable independently from collisionbox -- (5.0) object_independent_selectionbox = true, } * `minetest.has_feature(arg)`: returns `boolean, missing_features` * `arg`: string or table in format `{foo=true, bar=true}` * `missing_features`: `{foo=true, bar=true}` * `minetest.get_player_information(player_name)`: Table containing information about a player. Example return value: { address = "127.0.0.1", -- IP address of client ip_version = 4, -- IPv4 / IPv6 min_rtt = 0.01, -- minimum round trip time max_rtt = 0.2, -- maximum round trip time avg_rtt = 0.02, -- average round trip time min_jitter = 0.01, -- minimum packet time jitter max_jitter = 0.5, -- maximum packet time jitter avg_jitter = 0.03, -- average packet time jitter connection_uptime = 200, -- seconds since client connected protocol_version = 32, -- protocol version used by client -- following information is available on debug build only!!! -- DO NOT USE IN MODS --ser_vers = 26, -- serialization version used by client --major = 0, -- major version number --minor = 4, -- minor version number --patch = 10, -- patch version number --vers_string = "0.4.9-git", -- full version string --state = "Active" -- current client state } * `minetest.mkdir(path)`: returns success. * Creates a directory specified by `path`, creating parent directories if they don't exist. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names * is_dir is one of: * nil: return all entries, * true: return only subdirectory names, or * false: return only file names. * `minetest.safe_file_write(path, content)`: returns boolean indicating success * Replaces contents of file at path with new contents in a safe (atomic) way. Use this instead of below code when writing e.g. database files: `local f = io.open(path, "wb"); f:write(content); f:close()` * `minetest.get_version()`: returns a table containing components of the engine version. Components: * `project`: Name of the project, eg, "Minetest" * `string`: Simple version, eg, "1.2.3-dev" * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty". Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example: `if minetest.check_for_falling then ... end`. * `minetest.sha1(data, [raw])`: returns the sha1 hash of data * `data`: string of data to hash * `raw`: return raw bytes instead of hex digits, default: false Logging ------- * `minetest.debug(...)` * Equivalent to `minetest.log(table.concat({...}, "\t"))` * `minetest.log([level,] text)` * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`, `"info"`, or `"verbose"`. Default is `"none"`. Registration functions ---------------------- Call these functions only at load time! ### Environment * `minetest.register_node(name, node definition)` * `minetest.register_craftitem(name, item definition)` * `minetest.register_tool(name, item definition)` * `minetest.override_item(name, redefinition)` * Overrides fields of an item registered with register_node/tool/craftitem. * Note: Item must already be defined, (opt)depend on the mod defining it. * Example: `minetest.override_item("default:mese", {light_source=minetest.LIGHT_MAX})` * `minetest.unregister_item(name)` * Unregisters the item from the engine, and deletes the entry with key `name` from `minetest.registered_items` and from the associated item table according to its nature: `minetest.registered_nodes`, etc. * `minetest.register_entity(name, entity definition)` * `minetest.register_abm(abm definition)` * `minetest.register_lbm(lbm definition)` * `minetest.register_alias(alias, original_name)` * Also use this to set the 'mapgen aliases' needed in a game for the core mapgens. See [Mapgen aliases] section above. * `minetest.register_alias_force(alias, original_name)` * `minetest.register_ore(ore definition)` * Returns an integer uniquely identifying the registered ore on success. * The order of ore registrations determines the order of ore generation. * `minetest.register_biome(biome definition)` * Returns an integer uniquely identifying the registered biome on success. * `minetest.unregister_biome(name)` * Unregisters the biome from the engine, and deletes the entry with key `name` from `minetest.registered_biomes`. * `minetest.register_decoration(decoration definition)` * Returns an integer uniquely identifying the registered decoration on success. * The order of decoration registrations determines the order of decoration generation. * `minetest.register_schematic(schematic definition)` * Returns an integer uniquely identifying the registered schematic on success. * If the schematic is loaded from a file, the `name` field is set to the filename. * If the function is called when loading the mod, and `name` is a relative path, then the current mod path will be prepended to the schematic filename. * `minetest.clear_registered_ores()` * Clears all ores currently registered. * `minetest.clear_registered_biomes()` * Clears all biomes currently registered. * `minetest.clear_registered_decorations()` * Clears all decorations currently registered. * `minetest.clear_registered_schematics()` * Clears all schematics currently registered. ### Gameplay * `minetest.register_craft(recipe)` * Check recipe table syntax for different types below. * `minetest.clear_craft(recipe)` * Will erase existing craft based either on output item or on input recipe. * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity. * Returns false if no erase candidate could be found, otherwise returns true. * **Warning**! The type field ("shaped", "cooking" or any other) will be ignored if the recipe contains output. Erasing is then done independently from the crafting method. * `minetest.register_chatcommand(cmd, chatcommand definition)` * `minetest.override_chatcommand(name, redefinition)` * Overrides fields of a chatcommand registered with `register_chatcommand`. * `minetest.unregister_chatcommand(name)` * Unregisters a chatcommands registered with `register_chatcommand`. * `minetest.register_privilege(name, definition)` * `definition` can be a description or a definition table (see [Privilege definition]). * If it is a description, the priv will be granted to singleplayer and admin by default. * To allow players with `basic_privs` to grant, see the `basic_privs` minetest.conf setting. * `minetest.register_authentication_handler(authentication handler definition)` * Registers an auth handler that overrides the builtin one. * This function can be called by a single mod once only. Global callback registration functions -------------------------------------- Call these functions only at load time! * `minetest.register_globalstep(function(dtime))` * Called every server step, usually interval of 0.1s * `minetest.register_on_mods_loaded(function())` * Called after mods have finished loading and before the media is cached or the aliases handled. * `minetest.register_on_shutdown(function())` * Called before server shutdown * **Warning**: If the server terminates abnormally (i.e. crashes), the registered callbacks **will likely not be run**. Data should be saved at semi-frequent intervals as well as on server shutdown. * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))` * Called when a node has been placed * If return `true` no item is taken from `itemstack` * `placer` may be any valid ObjectRef or nil. * **Not recommended**; use `on_construct` or `after_place_node` in node definition whenever possible. * `minetest.register_on_dignode(function(pos, oldnode, digger))` * Called when a node has been dug. * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition whenever possible. * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))` * Called when a node is punched * `minetest.register_on_generated(function(minp, maxp, blockseed))` * Called after generating a piece of world. Modifying nodes inside the area is a bit faster than usually. * `minetest.register_on_newplayer(function(ObjectRef))` * Called after a new player has been created * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))` * Called when a player is punched * `player`: ObjectRef - Player that was punched * `hitter`: ObjectRef - Player that hit * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil). * `tool_capabilities`: Capability table of used tool (can be nil) * `dir`: Unit vector of direction of punch. Always defined. Points from the puncher to the punched. * `damage`: Number that represents the damage calculated by the engine * should return `true` to prevent the default damage mechanism * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)` * Called when the player gets damaged or healed * `player`: ObjectRef of the player * `hp_change`: the amount of change. Negative when it is damage. * `reason`: a PlayerHPChangeReason table. * The `type` field will have one of the following values: * `set_hp`: A mod or the engine called `set_hp` without giving a type - use this for custom damage types. * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none. * `fall` * `node_damage`: damage_per_second from a neighbouring node. * `drown` * `respawn` * Any of the above types may have additional fields from mods. * `reason.from` will be `mod` or `engine`. * `modifier`: when true, the function should return the actual `hp_change`. Note: modifiers only get a temporary hp_change that can be modified by later modifiers. modifiers can return true as a second argument to stop the execution of further functions. Non-modifiers receive the final hp change calculated by the modifiers. * `minetest.register_on_dieplayer(function(ObjectRef, reason))` * Called when a player dies * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange * `minetest.register_on_respawnplayer(function(ObjectRef))` * Called when player is to be respawned * Called _before_ repositioning of player occurs * return true in func to disable regular player placement * `minetest.register_on_prejoinplayer(function(name, ip))` * Called before a player joins the game * If it returns a string, the player is disconnected with that string as reason. * `minetest.register_on_joinplayer(function(ObjectRef))` * Called when a player joins the game * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))` * Called when a player leaves the game * `timed_out`: True for timeout, false for other reasons. * `minetest.register_on_auth_fail(function(name, ip))` * Called when a client attempts to log into an account but supplies the wrong password. * `ip`: The IP address of the client. * `name`: The account the client attempted to log into. * `minetest.register_on_cheat(function(ObjectRef, cheat))` * Called when a player cheats * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of: * `moved_too_fast` * `interacted_too_far` * `interacted_while_dead` * `finished_unknown_dig` * `dug_unbreakable` * `dug_too_fast` * `minetest.register_on_chat_message(function(name, message))` * Called always when a player says something * Return `true` to mark the message as handled, which means that it will not be sent to other players. * `minetest.register_on_player_receive_fields(function(player, formname, fields))` * Called when the server received input from `player` in a formspec with the given `formname`. Specifically, this is called on any of the following events: * a button was pressed, * Enter was pressed while the focus was on a text field * a checkbox was toggled, * something was selecteed in a drop-down list, * a different tab was selected, * selection was changed in a textlist or table, * an entry was double-clicked in a textlist or table, * a scrollbar was moved, or * the form was actively closed by the player. * Fields are sent for formspec elements which define a field. `fields` is a table containing each formspecs element value (as string), with the `name` parameter as index for each. The value depends on the formspec element type: * `button` and variants: If pressed, contains the user-facing button text as value. If not pressed, is `nil` * `field`, `textarea` and variants: Text in the field * `dropdown`: Text of selected item * `tabheader`: Tab index, starting with `"1"` (only if tab changed) * `checkbox`: `"true"` if checked, `"false"` if unchecked * `textlist`: See `minetest.explode_textlist_event` * `table`: See `minetest.explode_table_event` * `scrollbar`: See `minetest.explode_scrollbar_event` * Special case: `["quit"]="true"` is sent when the user actively closed the form by mouse click, keypress or through a button_exit[] element. * Special case: `["key_enter"]="true"` is sent when the user pressed the Enter key and the focus was either nowhere (causing the formspec to be closed) or on a button. If the focus was on a text field, additionally, the index `key_enter_field` contains the name of the text field. See also: `field_close_on_enter`. * Newest functions are called first * If function returns `true`, remaining functions are not called * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))` * Called when `player` crafts something * `itemstack` is the output * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared). * `craft_inv` is the inventory with the crafting grid * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it. * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))` * The same as before, except that it is called before the player crafts, to make craft prediction, and it should not change anything. * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))` * Determinates how much of a stack may be taken, put or moved to a player inventory. * `player` (type `ObjectRef`) is the player who modified the inventory `inventory` (type `InvRef`). * List of possible `action` (string) values and their `inventory_info` (table) contents: * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}` * `put`: `{listname=string, index=number, stack=ItemStack}` * `take`: Same as `put` * Return a numeric value to limit the amount of items to be taken, put or moved. A value of `-1` for `take` will make the source stack infinite. * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))` * Called after a take, put or move event from/to/in a player inventory * Function arguments: see `minetest.register_allow_player_inventory_action` * Does not accept or handle any return value. * `minetest.register_on_protection_violation(function(pos, name))` * Called by `builtin` and mods when a player violates protection at a position (eg, digs a node or punches a protected entity). * The registered functions can be called using `minetest.record_protection_violation`. * The provided function should check that the position is protected by the mod calling this function before it prints a message, if it does, to allow for multiple protection mods. * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))` * Called when an item is eaten, by `minetest.item_eat` * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase). * `minetest.register_on_priv_grant(function(name, granter, priv))` * Called when `granter` grants the priv `priv` to `name`. * Note that the callback will be called twice if it's done by a player, once with granter being the player name, and again with granter being nil. * `minetest.register_on_priv_revoke(function(name, revoker, priv))` * Called when `revoker` revokes the priv `priv` from `name`. * Note that the callback will be called twice if it's done by a player, once with revoker being the player name, and again with revoker being nil. * `minetest.register_can_bypass_userlimit(function(name, ip))` * Called when `name` user connects with `ip`. * Return `true` to by pass the player limit * `minetest.register_on_modchannel_message(function(channel_name, sender, message))` * Called when an incoming mod channel message is received * You should have joined some channels to receive events. * If message comes from a server mod, `sender` field is an empty string. Setting-related --------------- * `minetest.settings`: Settings object containing all of the settings from the main config file (`minetest.conf`). * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and parses it as a position (in the format `(1,2,3)`). Returns a position or nil. Authentication -------------- * `minetest.string_to_privs(str)`: returns `{priv1=true,...}` * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."` * Convert between two privilege representations * `minetest.get_player_privs(name) -> {priv1=true,...}` * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs` * A quickhand for checking privileges. * `player_or_name`: Either a Player object or the name of a player. * `...` is either a list of strings, e.g. `"priva", "privb"` or a table, e.g. `{ priva = true, privb = true }`. * `minetest.check_password_entry(name, entry, password)` * Returns true if the "password entry" for a player with name matches given password, false otherwise. * The "password entry" is the password representation generated by the engine as returned as part of a `get_auth()` call on the auth handler. * Only use this function for making it possible to log in via password from external protocols such as IRC, other uses are frowned upon. * `minetest.get_password_hash(name, raw_password)` * Convert a name-password pair to a password hash that Minetest can use. * The returned value alone is not a good basis for password checks based on comparing the password hash in the database with the password hash from the function, with an externally provided password, as the hash in the db might use the new SRP verifier format. * For this purpose, use `minetest.check_password_entry` instead. * `minetest.get_player_ip(name)`: returns an IP address string for the player `name`. * The player needs to be online for this to be successful. * `minetest.get_auth_handler()`: Return the currently active auth handler * See the [Authentication handler definition] * Use this to e.g. get the authentication data for a player: `local auth_data = minetest.get_auth_handler().get_auth(playername)` * `minetest.notify_authentication_modified(name)` * Must be called by the authentication handler for privilege changes. * `name`: string; if omitted, all auth data should be considered modified * `minetest.set_player_password(name, password_hash)`: Set password hash of player `name`. * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player `name`. * `minetest.auth_reload()` * See `reload()` in authentication handler definition `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs` and `minetest.auth_reload` call the authentication handler. Chat ---- * `minetest.chat_send_all(text)` * `minetest.chat_send_player(name, text)` Environment access ------------------ * `minetest.set_node(pos, node)` * `minetest.add_node(pos, node)`: alias to `minetest.set_node` * Set node at position `pos` * `node`: table `{name=string, param1=number, param2=number}` * If param1 or param2 is omitted, it's set to `0`. * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})` * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)` * Set node on all positions set in the first argument. * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})` * For node specification or position syntax see `minetest.set_node` call * Faster than set_node due to single call, but still considerably slower than Lua Voxel Manipulators (LVM) for large numbers of nodes. Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out positions which would cause LVMs to waste memory. For setting a cube, this is 1.3x faster than set_node whereas LVM is 20 times faster. * `minetest.swap_node(pos, node)` * Set node at position, but don't remove metadata * `minetest.remove_node(pos)` * By default it does the same as `minetest.set_node(pos, {name="air"})` * `minetest.get_node(pos)` * Returns the node at the given position as table in the format `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}` for unloaded areas. * `minetest.get_node_or_nil(pos)` * Same as `get_node` but returns `nil` for unloaded areas. * `minetest.get_node_light(pos, timeofday)` * Gets the light value at the given position. Note that the light value "inside" the node at the given position is returned, so you usually want to get the light value of a neighbor. * `pos`: The position where to measure the light. * `timeofday`: `nil` for current time, `0` for night, `0.5` for day * Returns a number between `0` and `15` or `nil` * `minetest.place_node(pos, node)` * Place node with the same effects that a player would cause * `minetest.dig_node(pos)` * Dig node with the same effects that a player would cause * Returns `true` if successful, `false` on failure (e.g. protected location) * `minetest.punch_node(pos)` * Punch node with the same effects that a player would cause * `minetest.spawn_falling_node(pos)` * Change node into falling node * Returns `true` if successful, `false` on failure * `minetest.find_nodes_with_meta(pos1, pos2)` * Get a table of positions of nodes that have metadata within a region {pos1, pos2}. * `minetest.get_meta(pos)` * Get a `NodeMetaRef` at that position * `minetest.get_node_timer(pos)` * Get `NodeTimerRef` * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position. * Returns `ObjectRef`, or `nil` if failed * `minetest.add_item(pos, item)`: Spawn item * Returns `ObjectRef`, or `nil` if failed * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of ObjectRefs. * `radius`: using an euclidean metric * `minetest.set_timeofday(val)` * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday * `minetest.get_timeofday()` * `minetest.get_gametime()`: returns the time, in seconds, since the world was created. * `minetest.get_day_count()`: returns number days elapsed since world was created. * accounts for time changes. * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`. * `radius`: using a maximum metric * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * `search_center` is an optional boolean (default: `false`) If true `pos` is also checked for the nodes * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of positions. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * First return value: Table with all node positions * Second return value: Table with the count of each node with the node name as index. * Area volume is limited to 4,096,000 nodes * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a list of positions. * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` * Return value: Table with all node positions with a node air above * Area volume is limited to 4,096,000 nodes * `minetest.get_perlin(noiseparams)` * `minetest.get_perlin(seeddiff, octaves, persistence, spread)` * Return world-specific perlin noise (`int(worldseed)+seeddiff`) * `minetest.get_voxel_manip([pos1, pos2])` * Return voxel manipulator object. * Loads the manipulator from the map if positions are passed. * `minetest.set_gen_notify(flags, {deco_ids})` * Set the types of on-generate notifications that should be collected. * `flags` is a flag field with the available flags: * dungeon * temple * cave_begin * cave_end * large_cave_begin * large_cave_end * decoration * The second parameter is a list of IDs of decorations which notification is requested for. * `minetest.get_gen_notify()` * Returns a flagstring and a table with the `deco_id`s. * `minetest.get_decoration_id(decoration_name)` * Returns the decoration ID number for the provided decoration name string, or `nil` on failure. * `minetest.get_mapgen_object(objectname)` * Return requested mapgen object if available (see [Mapgen objects]) * `minetest.get_heat(pos)` * Returns the heat at the position, or `nil` on failure. * `minetest.get_humidity(pos)` * Returns the humidity at the position, or `nil` on failure. * `minetest.get_biome_data(pos)` * Returns a table containing: * `biome` the biome id of the biome at that position * `heat` the heat at the position * `humidity` the humidity at the position * Or returns `nil` on failure. * `minetest.get_biome_id(biome_name)` * Returns the biome id, as used in the biomemap Mapgen object and returned by `minetest.get_biome_data(pos)`, for a given biome_name string. * `minetest.get_biome_name(biome_id)` * Returns the biome name string for the provided biome id, or `nil` on failure. * If no biomes have been registered, such as in mgv6, returns `default`. * `minetest.get_mapgen_params()` * Deprecated: use `minetest.get_mapgen_setting(name)` instead. * Returns a table containing: * `mgname` * `seed` * `chunksize` * `water_level` * `flags` * `minetest.set_mapgen_params(MapgenParams)` * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead. * Set map generation parameters. * Function cannot be called after the registration period; only initialization and `on_mapgen_init`. * Takes a table as an argument with the fields: * `mgname` * `seed` * `chunksize` * `water_level` * `flags` * Leave field unset to leave that parameter unchanged. * `flags` contains a comma-delimited string of flags to set, or if the prefix `"no"` is attached, clears instead. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`. * `minetest.get_mapgen_setting(name)` * Gets the *active* mapgen setting (or nil if none exists) in string format with the following order of precedence: 1) Settings loaded from map_meta.txt or overrides set during mod execution. 2) Settings set by mods without a metafile override 3) Settings explicitly set in the user config file, minetest.conf 4) Settings set as the user config default * `minetest.get_mapgen_setting_noiseparams(name)` * Same as above, but returns the value as a NoiseParams table if the setting `name` exists and is a valid NoiseParams. * `minetest.set_mapgen_setting(name, value, [override_meta])` * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting is not already present in map_meta.txt. * `override_meta` is an optional boolean (default: `false`). If this is set to true, the setting will become the active setting regardless of the map metafile contents. * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`. * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])` * Same as above, except value is a NoiseParams table. * `minetest.set_noiseparams(name, noiseparams, set_default)` * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`. * `set_default` is an optional boolean (default: `true`) that specifies whether the setting should be applied to the default config or current active config. * `minetest.get_noiseparams(name)` * Returns a table of the noiseparams for name. * `minetest.generate_ores(vm, pos1, pos2)` * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp. * `minetest.generate_decorations(vm, pos1, pos2)` * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp. * `minetest.clear_objects([options])` * Clear all objects in the environment * Takes an optional table as an argument with the field `mode`. * mode = `"full"` : Load and go through every mapblock, clearing objects (default). * mode = `"quick"`: Clear objects immediately in loaded mapblocks, clear objects in unloaded mapblocks only when the mapblocks are next activated. * `minetest.load_area(pos1[, pos2])` * Load the mapblocks containing the area from `pos1` to `pos2`. `pos2` defaults to `pos1` if not specified. * This function does not trigger map generation. * `minetest.emerge_area(pos1, pos2, [callback], [param])` * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously fetched from memory, loaded from disk, or if inexistent, generates them. * If `callback` is a valid Lua function, this will be called for each block emerged. * The function signature of callback is: `function EmergeAreaCallback(blockpos, action, calls_remaining, param)` * `blockpos` is the *block* coordinates of the block that had been emerged. * `action` could be one of the following constant values: * `minetest.EMERGE_CANCELLED` * `minetest.EMERGE_ERRORED` * `minetest.EMERGE_FROM_MEMORY` * `minetest.EMERGE_FROM_DISK` * `minetest.EMERGE_GENERATED` * `calls_remaining` is the number of callbacks to be expected after this one. * `param` is the user-defined parameter passed to emerge_area (or nil if the parameter was absent). * `minetest.delete_area(pos1, pos2)` * delete all mapblocks in the area from pos1 to pos2, inclusive * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos` * Checks if there is anything other than air between pos1 and pos2. * Returns false if something is blocking the sight. * Returns the position of the blocking node when `false` * `pos1`: First position * `pos2`: Second position * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast` * Creates a `Raycast` object. * `pos1`: start of the ray * `pos2`: end of the ray * `objects`: if false, only nodes will be returned. Default is `true`. * `liquids`: if false, liquid nodes won't be returned. Default is `false`. * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)` * returns table containing path * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`. * `pos1`: start position * `pos2`: end position * `searchdistance`: number of blocks to search in each direction using a maximum metric. * `max_jump`: maximum height difference to consider walkable * `max_drop`: maximum height difference to consider droppable * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"` * `minetest.spawn_tree (pos, {treedef})` * spawns L-system tree at given `pos` with definition in `treedef` table * `minetest.transforming_liquid_add(pos)` * add node to liquid update queue * `minetest.get_node_max_level(pos)` * get max available level for leveled node * `minetest.get_node_level(pos)` * get level of leveled node (water, snow) * `minetest.set_node_level(pos, level)` * set level of leveled node, default `level` equals `1` * if `totallevel > maxlevel`, returns rest (`total-max`). * `minetest.add_node_level(pos, level)` * increase level of leveled node by level, default `level` equals `1` * if `totallevel > maxlevel`, returns rest (`total-max`) * can be negative for decreasing * `minetest.fix_light(pos1, pos2)`: returns `true`/`false` * resets the light in a cuboid-shaped part of the map and removes lighting bugs. * Loads the area if it is not loaded. * `pos1` is the corner of the cuboid with the least coordinates (in node coordinates), inclusive. * `pos2` is the opposite corner of the cuboid, inclusive. * The actual updated cuboid might be larger than the specified one, because only whole map blocks can be updated. The actual updated area consists of those map blocks that intersect with the given cuboid. * However, the neighborhood of the updated area might change as well, as light can spread out of the cuboid, also light might be removed. * returns `false` if the area is not fully generated, `true` otherwise * `minetest.check_single_for_falling(pos)` * causes an unsupported `group:falling_node` node to fall and causes an unattached `group:attached_node` node to fall. * does not spread these updates to neighbours. * `minetest.check_for_falling(pos)` * causes an unsupported `group:falling_node` node to fall and causes an unattached `group:attached_node` node to fall. * spread these updates to neighbours and can cause a cascade of nodes to fall. * `minetest.get_spawn_level(x, z)` * Returns a player spawn y co-ordinate for the provided (x, z) co-ordinates, or `nil` for an unsuitable spawn point. * For most mapgens a 'suitable spawn point' is one with y between `water_level` and `water_level + 16`, and in mgv7 well away from rivers, so `nil` will be returned for many (x, z) co-ordinates. * The spawn level returned is for a player spawn in unmodified terrain. * The spawn level is intentionally above terrain level to cope with full-node biome 'dust' nodes. Mod channels ------------ You can find mod channels communication scheme in `doc/mod_channels.png`. * `minetest.mod_channel_join(channel_name)` * Server joins channel `channel_name`, and creates it if necessary. You should listen for incoming messages with `minetest.register_on_modchannel_message` Inventory --------- `minetest.get_inventory(location)`: returns an `InvRef` * `location` = e.g. * `{type="player", name="celeron55"}` * `{type="node", pos={x=, y=, z=}}` * `{type="detached", name="creative"}` * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`. * `callbacks`: See [Detached inventory callbacks] * `player_name`: Make detached inventory available to one player exclusively, by default they will be sent to every player (even if not used). Note that this parameter is mostly just a workaround and will be removed in future releases. * Creates a detached inventory. If it already exists, it is cleared. * `minetest.remove_detached_inventory(name)` * Returns a `boolean` indicating whether the removal succeeded. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack. * See `minetest.item_eat` and `minetest.register_on_item_eat` Formspec -------- * `minetest.show_formspec(playername, formname, formspec)` * `playername`: name of player to show formspec * `formname`: name passed to `on_player_receive_fields` callbacks. It should follow the `"modname:<whatever>"` naming convention * `formspec`: formspec to display * `minetest.close_formspec(playername, formname)` * `playername`: name of player to close formspec * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will not close. * calling `show_formspec(playername, formname, "")` is equal to this expression. * to close a formspec regardless of the formname, call `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!** * `minetest.formspec_escape(string)`: returns a string * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs. * `minetest.explode_table_event(string)`: returns a table * returns e.g. `{type="CHG", row=1, column=2}` * `type` is one of: * `"INV"`: no row selected * `"CHG"`: selected * `"DCL"`: double-click * `minetest.explode_textlist_event(string)`: returns a table * returns e.g. `{type="CHG", index=1}` * `type` is one of: * `"INV"`: no row selected * `"CHG"`: selected * `"DCL"`: double-click * `minetest.explode_scrollbar_event(string)`: returns a table * returns e.g. `{type="CHG", value=500}` * `type` is one of: * `"INV"`: something failed * `"CHG"`: has been changed * `"VAL"`: not changed Item handling ------------- * `minetest.inventorycube(img1, img2, img3)` * Returns a string for making an image of a cube (useful as an item image) * `minetest.get_pointed_thing_position(pointed_thing, above)` * Get position of a `pointed_thing` (that you can get from somewhere) * `minetest.dir_to_facedir(dir, is6d)` * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`. * passing something non-`nil`/`false` for the optional second parameter causes it to take the y component into account. * `minetest.facedir_to_dir(facedir)` * Convert a facedir back into a vector aimed directly out the "back" of a node. * `minetest.dir_to_wallmounted(dir)` * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`. * `minetest.wallmounted_to_dir(wallmounted)` * Convert a wallmounted value back into a vector aimed directly out the "back" of a node. * `minetest.dir_to_yaw(dir)` * Convert a vector into a yaw (angle) * `minetest.yaw_to_dir(yaw)` * Convert yaw (angle) to a vector * `minetest.is_colored_paramtype(ptype)` * Returns a boolean. Returns `true` if the given `paramtype2` contains color information (`color`, `colorwallmounted` or `colorfacedir`). * `minetest.strip_param2_color(param2, paramtype2)` * Removes everything but the color information from the given `param2` value. * Returns `nil` if the given `paramtype2` does not contain color information. * `minetest.get_node_drops(nodename, toolname)` * Returns list of item names. * **Note**: This will be removed or modified in a future version. * `minetest.get_craft_result(input)`: returns `output, decremented_input` * `input.method` = `"normal"` or `"cooking"` or `"fuel"` * `input.width` = for example `3` * `input.items` = for example `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}` * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack` * `output.time` = a number, if unsuccessful: `0` * `output.replacements` = list of `ItemStack`s that couldn't be placed in `decremented_input.items` * `decremented_input` = like `input` * `minetest.get_craft_recipe(output)`: returns input * returns last registered recipe for output item (node) * `output` is a node or item type such as `"default:torch"` * `input.method` = `"normal"` or `"cooking"` or `"fuel"` * `input.width` = for example `3` * `input.items` = for example `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}` * `input.items` = `nil` if no recipe found * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil` * returns indexed table with all registered recipes for query item (node) or `nil` if no recipe was found. * recipe entry table: * `method`: 'normal' or 'cooking' or 'fuel' * `width`: 0-3, 0 means shapeless recipe * `items`: indexed [1-9] table with recipe items * `output`: string with item name and quantity * Example query for `"default:gold_ingot"` will return table: { [1]={method = "cooking", width = 3, output = "default:gold_ingot", items = {1 = "default:gold_lump"}}, [2]={method = "normal", width = 1, output = "default:gold_ingot 9", items = {1 = "default:goldblock"}} } * `minetest.handle_node_drops(pos, drops, digger)` * `drops`: list of itemstrings * Handles drops from nodes after digging: Default action is to put them into digger's inventory. * Can be overridden to get different functionality (e.g. dropping items on ground) * `minetest.itemstring_with_palette(item, palette_index)`: returns an item string. * Creates an item string which contains palette index information for hardware colorization. You can use the returned string as an output in a craft recipe. * `item`: the item stack which becomes colored. Can be in string, table and native form. * `palette_index`: this index is added to the item stack * `minetest.itemstring_with_color(item, colorstring)`: returns an item string * Creates an item string which contains static color information for hardware colorization. Use this method if you wish to colorize an item that does not own a palette. You can use the returned string as an output in a craft recipe. * `item`: the item stack which becomes colored. Can be in string, table and native form. * `colorstring`: the new color of the item stack Rollback -------- * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: returns `{{actor, pos, time, oldnode, newnode}, ...}` * Find who has done something to a node, or near a node * `actor`: `"player:<name>"`, also `"liquid"`. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`. * Revert latest actions of someone * `actor`: `"player:<name>"`, also `"liquid"`. Defaults for the `on_*` item definition functions ------------------------------------------------- These functions return the leftover itemstack. * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])` * Place item as a node * `param2` overrides `facedir` and wallmounted `param2` * `prevent_after_place`: if set to `true`, `after_place_node` is not called for the newly placed node to prevent a callback and placement loop * returns `itemstack, success` * `minetest.item_place_object(itemstack, placer, pointed_thing)` * Place item as-is * `minetest.item_place(itemstack, placer, pointed_thing, param2)` * Use one of the above based on what the item is. * Calls `on_rightclick` of `pointed_thing.under` if defined instead * **Note**: is not called when wielded item overrides `on_place` * `param2` overrides `facedir` and wallmounted `param2` * returns `itemstack, success` * `minetest.item_drop(itemstack, dropper, pos)` * Drop the item * `minetest.item_eat(hp_change, replace_with_item)` * Eat the item. * `replace_with_item` is the itemstring which is added to the inventory. If the player is eating a stack, then replace_with_item goes to a different spot. Can be `nil` * See `minetest.do_item_eat` Defaults for the `on_punch` and `on_dig` node definition callbacks ------------------------------------------------------------------ * `minetest.node_punch(pos, node, puncher, pointed_thing)` * Calls functions registered by `minetest.register_on_punchnode()` * `minetest.node_dig(pos, node, digger)` * Checks if node can be dug, puts item into inventory, removes node * Calls functions registered by `minetest.registered_on_dignodes()` Sounds ------ * `minetest.sound_play(spec, parameters)`: returns a handle * `spec` is a `SimpleSoundSpec` * `parameters` is a sound parameter table * `minetest.sound_stop(handle)` * `minetest.sound_fade(handle, step, gain)` * `handle` is a handle returned by `minetest.sound_play` * `step` determines how fast a sound will fade. Negative step will lower the sound volume, positive step will increase the sound volume. * `gain` the target gain for the fade. Timing ------ * `minetest.after(time, func, ...)` * Call the function `func` after `time` seconds, may be fractional * Optional: Variable number of arguments that are passed to `func` Server ------ * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients. * `reconnect` == true displays a reconnect button * `delay` adds an optional delay (in seconds) before shutdown. Negative delay cancels the current active shutdown. Zero delay triggers an immediate shutdown. * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown * `minetest.get_server_status(name, joined)` * Returns the server status string when a player joins or when the command `/status` is called. Returns `nil` or an empty string when the message is disabled. * `joined`: Boolean value, indicates whether the function was called when a player joined. * This function may be overwritten by mods to customize the status message. * `minetest.get_server_uptime()`: returns the server uptime in seconds * `minetest.remove_player(name)`: remove player from database (if they are not connected). * As auth data is not removed, minetest.player_exists will continue to return true. Call the below method as well if you want to remove auth data too. * Returns a code (0: successful, 1: no such player, 2: player is connected) * `minetest.remove_player_auth(name)`: remove player authentication data * Returns boolean indicating success (false if player nonexistant) Bans ---- * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`). * `minetest.get_ban_description(ip_or_name)`: returns ban description (string) * `minetest.ban_player(name)`: ban a player * `minetest.unban_player_or_ip(name)`: unban player or IP address * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason. Particles --------- * `minetest.add_particle(particle definition)` * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime, size, collisiondetection, texture, playername)` * `minetest.add_particlespawner(particlespawner definition)` * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds. * Returns an `id`, and -1 if adding didn't succeed * Deprecated: `minetest.add_particlespawner(amount, time, minpos, maxpos, minvel, maxvel, minacc, maxacc, minexptime, maxexptime, minsize, maxsize, collisiondetection, texture, playername)` * `minetest.delete_particlespawner(id, player)` * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`). * If playername is specified, only deletes on the player's client, otherwise on all clients. Schematics ---------- * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)` * Create a schematic from the volume of map specified by the box formed by p1 and p2. * Apply the specified probability and per-node force-place to the specified nodes according to the `probability_list`. * `probability_list` is an array of tables containing two fields, `pos` and `prob`. * `pos` is the 3D vector specifying the absolute coordinates of the node being modified, * `prob` is an integer value from `0` to `255` that encodes probability and per-node force-place. Probability has levels 0-127, then 128 may be added to encode per-node force-place. For probability stated as 0-255, divide by 2 and round down to get values 0-127, then add 128 to apply per-node force-place. * If there are two or more entries with the same pos value, the last entry is used. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored. * If `probability_list` equals `nil`, no probabilities are applied. * Apply the specified probability to the specified horizontal slices according to the `slice_prob_list`. * `slice_prob_list` is an array of tables containing two fields, `ypos` and `prob`. * `ypos` indicates the y position of the slice with a probability applied, the lowest slice being `ypos = 0`. * If slice probability list equals `nil`, no slice probabilities are applied. * Saves schematic in the Minetest Schematic format to filename. * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)` * Place the schematic specified by schematic (see [Schematic specifier]) at `pos`. * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`. * If the `rotation` parameter is omitted, the schematic is not rotated. * `replacements` = `{["old_name"] = "convert_to", ...}` * `force_placement` is a boolean indicating whether nodes other than `air` and `ignore` are replaced by the schematic. * Returns nil if the schematic could not be loaded. * **Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls will always use the cached version and the replacement list defined for it, regardless of whether the file or the replacement list parameter have changed. The only way to load the file anew is to restart the server. * `flags` is a flag field with the available flags: * place_center_x * place_center_y * place_center_z * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`: * This function is analogous to minetest.place_schematic, but places a schematic onto the specified VoxelManip object `vmanip` instead of the map. * Returns false if any part of the schematic was cut-off due to the VoxelManip not containing the full area required, and true if the whole schematic was able to fit. * Returns nil if the schematic could not be loaded. * After execution, any external copies of the VoxelManip contents are invalidated. * `flags` is a flag field with the available flags: * place_center_x * place_center_y * place_center_z * `minetest.serialize_schematic(schematic, format, options)` * Return the serialized schematic specified by schematic (see [Schematic specifier]) * in the `format` of either "mts" or "lua". * "mts" - a string containing the binary MTS data used in the MTS file format. * "lua" - a string containing Lua code representing the schematic in table format. * `options` is a table containing the following optional parameters: * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z) position comments for every X row generated in the schematic data for easier reading. * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated will use that number of spaces as indentation instead of a tab character. HTTP Requests ------------- * `minetest.request_http_api()`: * returns `HTTPApiTable` containing http functions if the calling mod has been granted access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting, otherwise returns `nil`. * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get` described below. * Only works at init time and must be called from the mod's main scope (not from a function). * Function only exists if minetest server was built with cURL support. * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN A LOCAL VARIABLE!** * `HTTPApiTable.fetch(HTTPRequest req, callback)` * Performs given request asynchronously and calls callback upon completion * callback: `function(HTTPRequestResult res)` * Use this HTTP function if you are unsure, the others are for advanced use * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get` * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult * Return response data for given asynchronous HTTP request Storage API ----------- * `minetest.get_mod_storage()`: * returns reference to mod private `StorageRef` * must be called during mod load time Misc. ----- * `minetest.get_connected_players()`: returns list of `ObjectRefs` * `minetest.is_player(obj)`: boolean, whether `obj` is a player * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status) * `minetest.hud_replace_builtin(name, hud_definition)` * Replaces definition of a builtin hud element * `name`: `"breath"` or `"health"` * `hud_definition`: definition to replace builtin definition * `minetest.send_join_message(player_name)` * This function can be overridden by mods to change the join message. * `minetest.send_leave_message(player_name, timed_out)` * This function can be overridden by mods to change the leave message. * `minetest.hash_node_position(pos)`: returns an 48-bit integer * `pos`: table {x=number, y=number, z=number}, * Gives a unique hash number for a node position (16+16+16=48bit) * `minetest.get_position_from_hash(hash)`: returns a position * Inverse transform of `minetest.hash_node_position` * `minetest.get_item_group(name, group)`: returns a rating * Get rating of a group of an item. (`0` means: not in group) * `minetest.get_node_group(name, group)`: returns a rating * Deprecated: An alias for the former. * `minetest.raillike_group(name)`: returns a rating * Returns rating of the connect_to_raillike group corresponding to name * If name is not yet the name of a connect_to_raillike group, a new group id is created, with that name. * `minetest.get_content_id(name)`: returns an integer * Gets the internal content ID of `name` * `minetest.get_name_from_content_id(content_id)`: returns a string * Gets the name of the content with that content ID * `minetest.parse_json(string[, nullvalue])`: returns something * Convert a string containing JSON data into the Lua equivalent * `nullvalue`: returned in place of the JSON null; defaults to `nil` * On success returns a table, a string, a number, a boolean or `nullvalue` * On failure outputs an error message and returns `nil` * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}` * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message. * Convert a Lua table into a JSON string * styled: Outputs in a human-readable format if this is set, defaults to false. * Unserializable things like functions and userdata will cause an error. * **Warning**: JSON is more strict than the Lua table format. 1. You can only use strings and positive integers of at least one as keys. 2. You can not mix string and integer keys. This is due to the fact that JSON has two distinct array and object values. * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"` * `minetest.serialize(table)`: returns a string * Convert a table containing tables, strings, numbers, booleans and `nil`s into string form readable by `minetest.deserialize` * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'` * `minetest.deserialize(string)`: returns a table * Convert a string returned by `minetest.deserialize` into a table * `string` is loaded in an empty sandbox environment. * Will load functions, but they cannot access the global environment. * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}` * Example: `deserialize('print("foo")')`, returns `nil` (function call fails), returns `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)` * `minetest.compress(data, method, ...)`: returns `compressed_data` * Compress a string of data. * `method` is a string identifying the compression method to be used. * Supported compression methods: * Deflate (zlib): `"deflate"` * `...` indicates method-specific arguments. Currently defined arguments are: * Deflate: `level` - Compression level, `0`-`9` or `nil`. * `minetest.decompress(compressed_data, method, ...)`: returns data * Decompress a string of data (using ZLib). * See documentation on `minetest.compress()` for supported compression methods. * `...` indicates method-specific arguments. Currently, no methods use this * `minetest.rgba(red, green, blue[, alpha])`: returns a string * Each argument is a 8 Bit unsigned integer * Returns the ColorString from rgb or rgba values * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"` * `minetest.encode_base64(string)`: returns string encoded in base64 * Encodes a string in base64. * `minetest.decode_base64(string)`: returns string * Decodes a string encoded in base64. * `minetest.is_protected(pos, name)`: returns boolean * Returns true, if player `name` shouldn't be able to dig at `pos` or do other actions, definable by mods, due to some mod-defined ownership-like concept. * Returns false or nil, if the player is allowed to do such actions. * `name` will be "" for non-players or unknown players. * This function should be overridden by protection mods and should be used to check if a player can interact at a position. * This function should call the old version of itself if the position is not protected by the mod. * Example: local old_is_protected = minetest.is_protected function minetest.is_protected(pos, name) if mymod:position_protected_from(pos, name) then return true end return old_is_protected(pos, name) end * `minetest.record_protection_violation(pos, name)` * This function calls functions registered with `minetest.register_on_protection_violation`. * `minetest.is_area_protected(pos1, pos2, player_name, interval)` * Returns the position of the first node that `player_name` may not modify in the specified cuboid between `pos1` and `pos2`. * Returns `false` if no protections were found. * Applies `is_protected()` to a 3D lattice of points in the defined volume. The points are spaced evenly throughout the volume and have a spacing similar to, but no larger than, `interval`. * All corners and edges of the defined volume are checked. * `interval` defaults to 4. * `interval` should be carefully chosen and maximised to avoid an excessive number of points being checked. * Like `minetest.is_protected`, this function may be extended or overwritten by mods to provide a faster implementation to check the cuboid for intersections. * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks, orient_flags, prevent_after_place])` * Attempt to predict the desired orientation of the facedir-capable node defined by `itemstack`, and place it accordingly (on-wall, on the floor, or hanging from the ceiling). * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the stacks are handled normally. * `orient_flags`: Optional table containing extra tweaks to the placement code: * `invert_wall`: if `true`, place wall-orientation on the ground and ground-orientation on the wall. * `force_wall` : if `true`, always place the node in wall orientation. * `force_ceiling`: if `true`, always place on the ceiling. * `force_floor`: if `true`, always place the node on the floor. * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on the floor or ceiling. * The first four options are mutually-exclusive; the last in the list takes precedence over the first. * `prevent_after_place` is directly passed to `minetest.item_place_node` * Returns the new itemstack after placement * `minetest.rotate_node(itemstack, placer, pointed_thing)` * calls `rotate_and_place()` with `infinitestacks` set according to the state of the creative mode setting, checks for "sneak" to set the `invert_wall` parameter and `prevent_after_place` set to `true`. * `minetest.forceload_block(pos[, transient])` * forceloads the position `pos`. * returns `true` if area could be forceloaded * If `transient` is `false` or absent, the forceload will be persistent (saved between server runs). If `true`, the forceload will be transient (not saved between server runs). * `minetest.forceload_free_block(pos[, transient])` * stops forceloading the position `pos` * If `transient` is `false` or absent, frees a persistent forceload. If `true`, frees a transient forceload. * `minetest.request_insecure_environment()`: returns an environment containing insecure functions if the calling mod has been listed as trusted in the `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`. * Only works at init time and must be called from the mod's main scope (not from a function). * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN A LOCAL VARIABLE!** * `minetest.global_exists(name)` * Checks if a global variable has been set, without triggering a warning. Global objects -------------- * `minetest.env`: `EnvRef` of the server environment and world. * Any function in the minetest namespace can be called using the syntax `minetest.env:somefunction(somearguments)` instead of `minetest.somefunction(somearguments)` * Deprecated, but support is not to be dropped soon Global tables ------------- ### Registered definition tables * `minetest.registered_items` * Map of registered items, indexed by name * `minetest.registered_nodes` * Map of registered node definitions, indexed by name * `minetest.registered_craftitems` * Map of registered craft item definitions, indexed by name * `minetest.registered_tools` * Map of registered tool definitions, indexed by name * `minetest.registered_entities` * Map of registered entity prototypes, indexed by name * `minetest.object_refs` * Map of object references, indexed by active object id * `minetest.luaentities` * Map of Lua entities, indexed by active object id * `minetest.registered_abms` * List of ABM definitions * `minetest.registered_lbms` * List of LBM definitions * `minetest.registered_aliases` * Map of registered aliases, indexed by name * `minetest.registered_ores` * Map of registered ore definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_ore`. * `minetest.registered_biomes` * Map of registered biome definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_biome`. * `minetest.registered_decorations` * Map of registered decoration definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_decoration`. * `minetest.registered_schematics` * Map of registered schematic definitions, indexed by the `name` field. * If `name` is nil, the key is the ID returned by `minetest.register_schematic`. * `minetest.registered_chatcommands` * Map of registered chat command definitions, indexed by name * `minetest.registered_privileges` * Map of registered privilege definitions, indexed by name ### Registered callback tables All callbacks registered with [Global callback registration functions] are added to corresponding `minetest.registered_*` tables. Class reference =============== Sorted alphabetically. `AreaStore` ----------- A fast access data structure to store areas, and find areas near a given position or area. Every area has a `data` string attribute to store additional information. You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`. If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you. ### Methods * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied. Returns nil if specified area id does not exist. * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied. * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied. * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts. * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit. * `remove_area(id)`: removes the area with the given id from the store, returns success. * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated. * `params` is a table with the following fields: enabled = boolean, -- Whether to enable, default true block_radius = int, -- The radius (in nodes) of the areas the cache -- generates prefiltered lists for, minimum 16, -- default 64 limit = int, -- The cache size, minimum 20, default 1000 * `to_string()`: Experimental. Returns area store serialized as a (binary) string. * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file. * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message. * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file. `InvRef` -------- An `InvRef` is a reference to an inventory. ### Methods * `is_empty(listname)`: return `true` if list is empty * `get_size(listname)`: get size of a list * `set_size(listname, size)`: set size of a list * returns `false` on error (e.g. invalid `listname` or `size`) * `get_width(listname)`: get width of a list * `set_width(listname, width)`: set width of list; currently used for crafting * `get_stack(listname, i)`: get a copy of stack index `i` in list * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list * `get_list(listname)`: return full list * `set_list(listname, list)`: set full list (size will not change) * `get_lists()`: returns list of inventory lists * `set_lists(lists)`: sets inventory lists (size will not change) * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`. * `room_for_item(listname, stack):` returns `true` if the stack of items can be fully added to the list * `contains_item(listname, stack, [match_meta])`: returns `true` if the stack of items can be fully taken from the list. If `match_meta` is false, only the items' names are compared (default: `false`). * `remove_item(listname, stack)`: take as many items as specified from the list, returns the items that were actually removed (as an `ItemStack`) -- note that any item metadata is ignored, so attempting to remove a specific unique item this way will likely remove the wrong one -- to do that use `set_stack` with an empty `ItemStack`. * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`. * returns `{type="undefined"}` in case location is not known `ItemStack` ----------- An `ItemStack` is a stack of items. It can be created via `ItemStack(x)`, where x is an `ItemStack`, an itemstring, a table or `nil`. ### Methods * `is_empty()`: returns `true` if stack is empty. * `get_name()`: returns item name (e.g. `"default:stone"`). * `set_name(item_name)`: returns a boolean indicating whether the item was cleared. * `get_count()`: Returns number of items on the stack. * `set_count(count)`: returns a boolean indicating whether the item was cleared * `count`: number, unsigned 16 bit integer * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools. * `set_wear(wear)`: returns boolean indicating whether item was cleared * `wear`: number, unsigned 16 bit integer * `get_meta()`: returns ItemStackMetaRef. See section for more details * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack). * `set_metadata(metadata)`: (DEPRECATED) Returns true. * `clear()`: removes all items from the stack, making it empty. * `replace(item)`: replace the contents of this stack. * `item` can also be an itemstring or table. * `to_string()`: returns the stack in itemstring form. * `to_table()`: returns the stack in Lua table form. * `get_stack_max()`: returns the maximum size of the stack (depends on the item). * `get_free_space()`: returns `get_stack_max() - get_count()`. * `is_known()`: returns `true` if the item name refers to a defined item type. * `get_definition()`: returns the item definition table. * `get_tool_capabilities()`: returns the digging properties of the item, or those of the hand if none are defined for this item type * `add_wear(amount)` * Increases wear by `amount` if the item is a tool * `amount`: number, integer * `add_item(item)`: returns leftover `ItemStack` * Put some item or stack onto this stack * `item_fits(item)`: returns `true` if item or stack can be fully added to this one. * `take_item(n)`: returns taken `ItemStack` * Take (and remove) up to `n` items from this stack * `n`: number, default: `1` * `peek_item(n)`: returns taken `ItemStack` * Copy (don't remove) up to `n` items from this stack * `n`: number, default: `1` `ItemStackMetaRef` ------------------ ItemStack metadata: reference extra data and functionality stored in a stack. Can be obtained via `item:get_meta()`. ### Methods * All methods in MetaDataRef * `set_tool_capabilities([tool_capabilities])` * Overrides the item's tool capabilities * A nil value will clear the override data and restore the original behavior. `MetaDataRef` ------------- See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`]. ### Methods * `contains(key)`: Returns true if key present, otherwise false. * Returns `nil` when the MetaData is inexistent. * `get(key)`: Returns `nil` if key not present, else the stored string. * `set_string(key, value)`: Value of `""` will delete the key. * `get_string(key)`: Returns `""` if key not present. * `set_int(key, value)` * `get_int(key)`: Returns `0` if key not present. * `set_float(key, value)` * `get_float(key)`: Returns `0` if key not present. * `to_table()`: returns `nil` or a table with keys: * `fields`: key-value storage * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only) * `from_table(nil or {})` * Any non-table value will clear the metadata * See [Node Metadata] for an example * returns `true` on success * `equals(other)` * returns `true` if this metadata has the same key-value pairs as `other` `ModChannel` ------------ An interface to use mod channels on client and server ### Methods * `leave()`: leave the mod channel. * Server leaves channel `channel_name`. * No more incoming or outgoing messages can be sent to this channel from server mods. * This invalidate all future object usage. * Ensure you set mod_channel to nil after that to free Lua resources. * `is_writeable()`: returns true if channel is writeable and mod can send over it. * `send_all(message)`: Send `message` though the mod channel. * If mod channel is not writeable or invalid, message will be dropped. * Message size is limited to 65535 characters by protocol. `NodeMetaRef` ------------- Node metadata: reference extra data and functionality stored in a node. Can be obtained via `minetest.get_meta(pos)`. ### Methods * All methods in MetaDataRef * `get_inventory()`: returns `InvRef` * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private This will prevent them from being sent to the client. Note that the "private" status will only be remembered if an associated key-value pair exists, meaning it's best to call this when initializing all other meta (e.g. `on_construct`). `NodeTimerRef` -------------- Node Timers: a high resolution persistent per-node timer. Can be gotten via `minetest.get_node_timer(pos)`. ### Methods * `set(timeout,elapsed)` * set a timer's state * `timeout` is in seconds, and supports fractional values (0.1 etc) * `elapsed` is in seconds, and supports fractional values (0.1 etc) * will trigger the node's `on_timer` function after `(timeout - elapsed)` seconds. * `start(timeout)` * start a timer * equivalent to `set(timeout,0)` * `stop()` * stops the timer * `get_timeout()`: returns current timeout in seconds * if `timeout` equals `0`, timer is inactive * `get_elapsed()`: returns current elapsed time in seconds * the node's `on_timer` function will be called after `(timeout - elapsed)` seconds. * `is_started()`: returns boolean state of timer * returns `true` if timer is started, otherwise `false` `ObjectRef` ----------- Moving things in the game are generally these. This is basically a reference to a C++ `ServerActiveObject` ### Methods * `remove()`: remove object (after returning from Lua) * Note: Doesn't work on players, use `minetest.kick_player` instead * `get_pos()`: returns `{x=num, y=num, z=num}` * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}` * `move_to(pos, continuous=false)`: interpolated move * `punch(puncher, time_from_last_punch, tool_capabilities, direction)` * `puncher` = another `ObjectRef`, * `time_from_last_punch` = time since last punch action of the puncher * `direction`: can be `nil` * `right_click(clicker)`; `clicker` is another `ObjectRef` * `get_hp()`: returns number of hitpoints (2 * number of hearts) * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts). * See reason in register_on_player_hpchange * `get_inventory()`: returns an `InvRef` * `get_wield_list()`: returns the name of the inventory list the wielded item is in. * `get_wield_index()`: returns the index of the wielded item * `get_wielded_item()`: returns an `ItemStack` * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful. * `set_armor_groups({group1=rating, group2=rating, ...})` * `get_armor_groups()`: returns a table with the armor group ratings * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)` * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}` * `frame_speed`: number, default: `15.0` * `frame_blend`: number, default: `0.0` * `frame_loop`: boolean, default: `true` * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`. * `set_animation_frame_speed(frame_speed)` * `frame_speed`: number, default: `15.0` * `set_attach(parent, bone, position, rotation)` * `bone`: string * `position`: `{x=num, y=num, z=num}` (relative) * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached. * `set_detach()` * `set_bone_position(bone, position, rotation)` * `bone`: string * `position`: `{x=num, y=num, z=num}` (relative) * `rotation`: `{x=num, y=num, z=num}` * `get_bone_position(bone)`: returns position and rotation of the bone * `set_properties(object property table)` * `get_properties()`: returns object property table * `is_player()`: returns true for players, false otherwise * `get_nametag_attributes()` * returns a table with the attributes of the nametag of an object * { color = {a=0..255, r=0..255, g=0..255, b=0..255}, text = "", } * `set_nametag_attributes(attributes)` * sets the attributes of the nametag of an object * `attributes`: { color = ColorSpec, text = "My Nametag", } #### LuaEntitySAO-only (no-op for other objects) * `set_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` * `add_velocity(vel)` * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}` * In comparison to using get_velocity, adding the velocity and then using set_velocity, add_velocity is supposed to avoid synchronization problems. * `get_velocity()`: returns the velocity, a vector * `set_acceleration(acc)` * `acc` is a vector * `get_acceleration()`: returns the acceleration, a vector * `set_rotation(rot)` * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading) and Z is roll (bank). * `get_rotation()`: returns the rotation, a vector (radians) * `set_yaw(radians)`: sets the yaw (heading). * `get_yaw()`: returns number in radians * `set_texture_mod(mod)` * `get_texture_mod()` returns current texture modifier * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)` * Select sprite from spritesheet with optional animation and Dungeon Master style texture selection based on yaw relative to camera * `p`: {x=number, y=number}, the coordinate of the first frame (x: column, y: row), default: `{x=0, y=0}` * `num_frames`: number, default: `1` * `framelength`: number, default: `0.2` * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon Master mob, default: `false` * `get_entity_name()` (**Deprecated**: Will be removed in a future version) * `get_luaentity()` #### Player-only (no-op for other objects) * `get_player_name()`: returns `""` if is not a player * `get_player_velocity()`: returns `nil` if is not a player, otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s * `get_look_dir()`: get camera direction as a unit vector * `get_look_vertical()`: pitch in radians * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively. * `get_look_horizontal()`: yaw in radians * Angle is counter-clockwise from the +z direction. * `set_look_vertical(radians)`: sets look pitch * radians: Angle from looking forward, where positive is downwards. * `set_look_horizontal(radians)`: sets look yaw * radians: Angle from the +z direction, where positive is counter-clockwise. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`. * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`. * Angle is counter-clockwise from the +x direction. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`. * `get_breath()`: returns players breath * `set_breath(value)`: sets players breath * values: * `0`: player is drowning * max: bubbles bar is not shown * See [Object properties] for more information * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead * Sets an extra attribute with value on player. * `value` must be a string, or a number which will be converted to a string. * If `value` is `nil`, remove attribute from player. * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead * Returns value (a string) for extra attribute. * Returns `nil` if no attribute found. * `get_meta()`: Returns a PlayerMetaRef. * `set_inventory_formspec(formspec)` * Redefine player's inventory form * Should usually be called in `on_joinplayer` * `get_inventory_formspec()`: returns a formspec string * `set_formspec_prepend(formspec)`: * the formspec string will be added to every formspec shown to the user, except for those with a no_prepend[] tag. * This should be used to set style elements such as background[] and bgcolor[], any non-style elements (eg: label) may result in weird behaviour. * Only affects formspecs shown after this is called. * `get_formspec_prepend(formspec)`: returns a formspec string. * `get_player_control()`: returns table with player pressed keys * The table consists of fields with boolean value representing the pressed keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up. * example: `{jump=false, right=true, left=false, LMB=false, RMB=false, sneak=true, aux1=false, down=false, up=false}` * `get_player_control_bits()`: returns integer with bit packed player pressed keys. * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak, 7/LMB, 8/RMB * `set_physics_override(override_table)` * `override_table` is a table with the following fields: * `speed`: multiplier to default walking speed value (default: `1`) * `jump`: multiplier to default jump value (default: `1`) * `gravity`: multiplier to default gravity value (default: `1`) * `sneak`: whether player can sneak (default: `true`) * `sneak_glitch`: whether player can use the new move code replications of the old sneak side-effects: sneak ladders and 2 node sneak jump (default: `false`) * `new_move`: use new move/sneak code. When `false` the exact old code is used for the specific old sneak behaviour (default: `true`) * `get_physics_override()`: returns the table given to `set_physics_override` * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success * `hud_remove(id)`: remove the HUD element of the specified id * `hud_change(id, stat, value)`: change a value of a previously added HUD element. * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` * `hud_get(id)`: gets the HUD element definition structure of the specified ID * `hud_set_flags(flags)`: sets specified HUD flags of player. * `flags`: A table with the following fields set to boolean values * hotbar * healthbar * crosshair * wielditem * breathbar * minimap * minimap_radar * If a flag equals `nil`, the flag is not modified * `minimap`: Modifies the client's permission to view the minimap. The client may locally elect to not view the minimap. * `minimap_radar` is only usable when `minimap` is true * `hud_get_flags()`: returns a table of player HUD flags with boolean values. * See `hud_set_flags` for a list of flags that can be toggled. * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar * `count`: number of items, must be between `1` and `32` * `hud_get_hotbar_itemcount`: returns number of visible items * `hud_set_hotbar_image(texturename)` * sets background image for hotbar * `hud_get_hotbar_image`: returns texturename * `hud_set_hotbar_selected_image(texturename)` * sets image for selected item of hotbar * `hud_get_hotbar_selected_image`: returns texturename * `set_sky(bgcolor, type, {texture names}, clouds)` * `bgcolor`: ColorSpec, defaults to white * `type`: Available types: * `"regular"`: Uses 0 textures, `bgcolor` ignored * `"skybox"`: Uses 6 textures, `bgcolor` used * `"plain"`: Uses 0 textures, `bgcolor` used * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or `"plain"` custom skyboxes (default: `true`) * `get_sky()`: returns bgcolor, type, table of textures, clouds * `set_clouds(parameters)`: set cloud parameters * `parameters` is a table with the following optional fields: * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`) * `color`: basic cloud color with alpha channel, ColorSpec (default `#fff0f0e5`). * `ambient`: cloud color lower bound, use for a "glow at night" effect. ColorSpec (alpha ignored, default `#000000`) * `height`: cloud height, i.e. y of cloud base (default per conf, usually `120`) * `thickness`: cloud thickness in nodes (default `16`) * `speed`: 2D cloud speed + direction in nodes per second (default `{x=0, z=-2}`). * `get_clouds()`: returns a table with the current cloud parameters as in `set_clouds`. * `override_day_night_ratio(ratio or nil)` * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount. * `nil`: Disables override, defaulting to sunlight based on day-night cycle * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`: set animation for player model in third person view set_local_animation({x=0, y=79}, -- stand/idle animation key frames {x=168, y=187}, -- walk animation key frames {x=189, y=198}, -- dig animation key frames {x=200, y=219}, -- walk+dig animation key frames frame_speed=30) -- animation frame speed * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and `frame_speed`. * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player. * in first person view * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`) * `get_eye_offset()`: returns `offset_first` and `offset_third` `PcgRandom` ----------- A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness. It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`. ### Methods * `next()`: return next integer random number [`-2147483648`...`2147483647`] * `next(min, max)`: return next integer random number [`min`...`max`] * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]. * This is only a rough approximation of a normal distribution with: * `mean = (max - min) / 2`, and * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)` * Increasing `num_trials` improves accuracy of the approximation `PerlinNoise` ------------- A perlin noise generator. It can be created via `PerlinNoise(seed, octaves, persistence, spread)` or `PerlinNoise(noiseparams)`. Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)` or `minetest.get_perlin(noiseparams)`. ### Methods * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}` * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}` `PerlinNoiseMap` ---------------- A fast, bulk perlin noise generator. It can be created via `PerlinNoiseMap(noiseparams, size)` or `minetest.get_perlin_map(noiseparams, size)`. Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise `nil` is returned). For each of the functions with an optional `buffer` parameter: If `buffer` is not nil, this table will be used to store the result instead of creating a new table. ### Methods * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise with values starting at `pos={x=,y=}` * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array of 3D noise with values starting at `pos={x=,y=,z=}`. * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise with values starting at `pos={x=,y=}` * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally. * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally. * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the most recently computed noise results. The result slice begins at coordinates `slice_offset` and takes a chunk of `slice_size`. E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20: `noisevals = noise:get_map_slice({y=20}, {y=2})` It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to the starting position of the most recently calculated noise. To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000: `noise:calc_3d_map({x=1000, y=1000, z=1000})` `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})` `PlayerMetaRef` --------------- Player metadata. Uses the same method of storage as the deprecated player attribute API, so data there will also be in player meta. Can be obtained using `player:get_meta()`. ### Methods * All methods in MetaDataRef `PseudoRandom` -------------- A 16-bit pseudorandom number generator. Uses a well-known LCG algorithm introduced by K&R. It can be created via `PseudoRandom(seed)`. ### Methods * `next()`: return next integer random number [`0`...`32767`] * `next(min, max)`: return next integer random number [`min`...`max`] * `((max - min) == 32767) or ((max-min) <= 6553))` must be true due to the simple implementation making bad distribution otherwise. `Raycast` --------- A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as: local ray = Raycast(...) for pointed_thing in ray do ... end The map is loaded as the ray advances. If the map is modified after the `Raycast` is created, the changes may or may not have an effect on the object. It can be created via `Raycast(pos1, pos2, objects, liquids)` or `minetest.raycast(pos1, pos2, objects, liquids)` where: * `pos1`: start of the ray * `pos2`: end of the ray * `objects`: if false, only nodes will be returned. Default is true. * `liquids`: if false, liquid nodes won't be returned. Default is false. ### Methods * `next()`: returns a `pointed_thing` with exact pointing location * Returns the next thing pointed by the ray or nil. `SecureRandom` -------------- Interface for the operating system's crypto-secure PRNG. It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be found on the system. ### Methods * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string. `Settings` ---------- An interface to read config files in the format of `minetest.conf`. It can be created via `Settings(filename)`. ### Methods * `get(key)`: returns a value * `get_bool(key, [default])`: returns a boolean * `default` is the value returned if `key` is not found. * Returns `nil` if `key` is not found and `default` not specified. * `get_np_group(key)`: returns a NoiseParams table * `set(key, value)` * Setting names can't contain whitespace or any of `="{}#`. * Setting values can't contain the sequence `\n"""`. * Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`). * `set_bool(key, value)` * See documentation for set() above. * `set_np_group(key, value)` * `value` is a NoiseParams table. * Also, see documentation for set() above. * `remove(key)`: returns a boolean (`true` for success) * `get_names()`: returns `{key1,...}` * `write()`: returns a boolean (`true` for success) * Writes changes to file. * `to_table()`: returns `{[key1]=value1,...}` `StorageRef` ------------ Mod metadata: per mod metadata, saved automatically. Can be obtained via `minetest.get_mod_storage()` during load time. ### Methods * All methods in MetaDataRef Definition tables ================= Object properties ----------------- Used by `ObjectRef` methods. Part of an Entity definition. { hp_max = 1, -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`. breath_max = 0, -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`. zoom_fov = 0.0, -- For players only. Zoom FOV in degrees. -- Note that zoom loads and/or generates world beyond the server's -- maximum send and generate distances, so acts like a telescope. -- Smaller zoom_fov values increase the distance loaded/generated. -- Defaults to 15 in creative mode, 0 in survival mode. -- zoom_fov = 0 disables zooming for the player. eye_height = 1.625, -- For players only. Camera height above feet position in nodes. -- Defaults to 1.625. physical = true, collide_with_objects = true, -- Collide with other objects if physical = true weight = 5, collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Selection box uses collision box dimensions when not set. -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from -- object position. pointable = true, -- Overrides selection box when false visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item", -- "cube" is a node-sized cube. -- "sprite" is a flat texture always facing the player. -- "upright_sprite" is a vertical flat texture. -- "mesh" uses the defined mesh model. -- "wielditem" is used for dropped items. -- (see builtin/game/item_entity.lua). -- For this use 'textures = {itemname}'. -- If the item has a 'wield_image' the object will be an extrusion of -- that, otherwise: -- If 'itemname' is a cubic node or nodebox the object will appear -- identical to 'itemname'. -- If 'itemname' is a plantlike node the object will be an extrusion -- of its texture. -- Otherwise for non-node items, the object will be an extrusion of -- 'inventory_image'. -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter. visual_size = {x = 1, y = 1, z = 1}, -- Multipliers for the visual size. If `z` is not specified, `x` will be used -- to scale the entity along both horizontal axes. mesh = "model", textures = {}, -- Number of required textures depends on visual. -- "cube" uses 6 textures just like a node, but all 6 must be defined. -- "sprite" uses 1 texture. -- "upright_sprite" uses 2 textures: {front, back}. -- "wielditem" expects 'textures = {itemname}' (see 'visual' above). colors = {}, -- Number of required colors depends on visual use_texture_alpha = false, -- Use texture's alpha channel. -- Excludes "upright_sprite" and "wielditem". -- Note: currently causes visual issues when viewed through other -- semi-transparent materials such as water. spritediv = {x = 1, y = 1}, -- Used with spritesheet textures for animation and/or frame selection -- according to position relative to player. -- Defines the number of columns and rows in the spritesheet: -- {columns, rows}. initial_sprite_basepos = {x = 0, y = 0}, -- Used with spritesheet textures. -- Defines the {column, row} position of the initially used frame in the -- spritesheet. is_visible = true, makes_footstep_sound = false, automatic_rotate = 0, -- Set constant rotation in radians per second, positive or negative. -- Set to 0 to disable constant rotation. stepheight = 0, automatic_face_movement_dir = 0.0, -- Automatically set yaw to movement direction, offset in degrees. -- 'false' to disable. automatic_face_movement_max_rotation_per_sec = -1, -- Limit automatic rotation to this value in degrees per second. -- No limit if value < 0. backface_culling = true, -- Set to false to disable backface_culling for model glow = 0, -- Add this much extra lighting when calculating texture color. -- Value < 0 disables light's effect on texture color. -- For faking self-lighting, UI style entities, or programmatic coloring -- in mods. nametag = "", -- By default empty, for players their name is shown if empty nametag_color = <ColorSpec>, -- Sets color of nametag infotext = "", -- By default empty, text to be shown when pointed at object static_save = true, -- If false, never save this object statically. It will simply be -- deleted when the block gets unloaded. -- The get_staticdata() callback is never called then. -- Defaults to 'true'. } Entity definition ----------------- Used by `minetest.register_entity`. { initial_properties = { visual = "mesh", mesh = "boats_boat.obj", ..., }, -- A table of object properties, see the `Object properties` section. -- Object properties being read directly from the entity definition -- table is deprecated. Define object properties in this -- `initial_properties` table instead. on_activate = function(self, staticdata, dtime_s), on_step = function(self, dtime), on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir), on_rightclick = function(self, clicker), get_staticdata = function(self), -- Called sometimes; the string returned is passed to on_activate when -- the entity is re-activated from static state _custom_field = whatever, -- You can define arbitrary member variables here (see Item definition -- for more info) by using a '_' prefix } ABM (ActiveBlockModifier) definition ------------------------------------ Used by `minetest.register_abm`. { label = "Lava cooling", -- Descriptive label for profiling purposes (optional). -- Definitions with identical labels will be listed as one. nodenames = {"default:lava_source"}, -- Apply `action` function to these nodes. -- `group:groupname` can also be used here. neighbors = {"default:water_source", "default:water_flowing"}, -- Only apply `action` to nodes that have one of, or any -- combination of, these neighbors. -- If left out or empty, any neighbor will do. -- `group:groupname` can also be used here. interval = 1.0, -- Operation interval in seconds chance = 1, -- Chance of triggering `action` per-node per-interval is 1.0 / this -- value catch_up = true, -- If true, catch-up behaviour is enabled: The `chance` value is -- temporarily reduced when returning to an area to simulate time lost -- by the area being unattended. Note that the `chance` value can often -- be reduced to 1. action = function(pos, node, active_object_count, active_object_count_wider), -- Function triggered for each qualifying node. -- `active_object_count` is number of active objects in the node's -- mapblock. -- `active_object_count_wider` is number of active objects in the node's -- mapblock plus all 26 neighboring mapblocks. If any neighboring -- mapblocks are unloaded an estmate is calculated for them based on -- loaded mapblocks. } LBM (LoadingBlockModifier) definition ------------------------------------- Used by `minetest.register_lbm`. { label = "Upgrade legacy doors", -- Descriptive label for profiling purposes (optional). -- Definitions with identical labels will be listed as one. name = "modname:replace_legacy_door", nodenames = {"default:lava_source"}, -- List of node names to trigger the LBM on. -- Also non-registered nodes will work. -- Groups (as of group:groupname) will work as well. run_at_every_load = false, -- Whether to run the LBM's action every time a block gets loaded, -- and not just for blocks that were saved last time before LBMs were -- introduced to the world. action = function(pos, node), } Tile definition --------------- * `"image.png"` * `{name="image.png", animation={Tile Animation definition}}` * `{name="image.png", backface_culling=bool, tileable_vertical=bool, tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}` * backface culling enabled by default for most nodes * tileable flags are info for shaders, how they should treat texture when displacement mapping is used. Directions are from the point of view of the tile texture, not the node it's on. * align style determines whether the texture will be rotated with the node or kept aligned with its surroundings. "user" means that client setting will be used, similar to `glasslike_framed_optional`. Note: supported by solid nodes and nodeboxes only. * scale is used to make texture span several (exactly `scale`) nodes, instead of just one, in each direction. Works for world-aligned textures only. Note that as the effect is applied on per-mapblock basis, `16` should be equally divisible by `scale` or you may get wrong results. * `{name="image.png", color=ColorSpec}` * the texture's color will be multiplied with this color. * the tile's color overrides the owning node's color in all cases. * deprecated, yet still supported field names: * `image` (name) Tile animation definition ------------------------- { type = "vertical_frames", aspect_w = 16, -- Width of a frame in pixels aspect_h = 16, -- Height of a frame in pixels length = 3.0, -- Full loop length } { type = "sheet_2d", frames_w = 5, -- Width in number of frames frames_h = 3, -- Height in number of frames frame_length = 0.5, -- Length of a single frame } Item definition --------------- Used by `minetest.register_node`, `minetest.register_craftitem`, and `minetest.register_tool`. { description = "Steel Axe", groups = {}, -- key = name, value = rating; rating = 1..3. -- If rating not applicable, use 1. -- e.g. {wool = 1, fluffy = 3} -- {soil = 2, outerspace = 1, crumbly = 1} -- {bendy = 2, snappy = 1}, -- {hard = 1, metal = 1, spikes = 1} inventory_image = "default_tool_steelaxe.png", inventory_overlay = "overlay.png", -- An overlay which does not get colorized wield_image = "", wield_overlay = "", palette = "", -- An image file containing the palette of a node. -- You can set the currently used color as the "palette_index" field of -- the item stack metadata. -- The palette is always stretched to fit indices between 0 and 255, to -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes. color = "0xFFFFFFFF", -- The color of the item. The palette overrides this. wield_scale = {x = 1, y = 1, z = 1}, stack_max = 99, range = 4.0, liquids_pointable = false, -- See "Tools" section tool_capabilities = { full_punch_interval = 1.0, max_drop_level = 0, groupcaps = { -- For example: choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2}, }, damage_groups = {groupname = damage}, }, node_placement_prediction = nil, -- If nil and item is node, prediction is made automatically. -- If nil and item is not a node, no prediction is made. -- If "" and item is anything, no prediction is made. -- Otherwise should be name of node which the client immediately places -- on ground when the player places the item. Server will always update -- actual result to client in a short moment. node_dig_prediction = "air", -- if "", no prediction is made. -- if "air", node is removed. -- Otherwise should be name of node which the client immediately places -- upon digging. Server will always update actual result shortly. sound = { breaks = "default_tool_break", -- tools only place = <SimpleSoundSpec>, eat = <SimpleSoundSpec>, }, on_place = function(itemstack, placer, pointed_thing), -- Shall place item and return the leftover itemstack. -- The placer may be any ObjectRef or nil. -- default: minetest.item_place on_secondary_use = function(itemstack, user, pointed_thing), -- Same as on_place but called when pointing at nothing. -- The user may be any ObjectRef or nil. -- pointed_thing: always { type = "nothing" } on_drop = function(itemstack, dropper, pos), -- Shall drop item and return the leftover itemstack. -- The dropper may be any ObjectRef or nil. -- default: minetest.item_drop on_use = function(itemstack, user, pointed_thing), -- default: nil -- Function must return either nil if no item shall be removed from -- inventory, or an itemstack to replace the original itemstack. -- e.g. itemstack:take_item(); return itemstack -- Otherwise, the function is free to do what it wants. -- The user may be any ObjectRef or nil. -- The default functions handle regular use cases. after_use = function(itemstack, user, node, digparams), -- default: nil -- If defined, should return an itemstack and will be called instead of -- wearing out the tool. If returns nil, does nothing. -- If after_use doesn't exist, it is the same as: -- function(itemstack, user, node, digparams) -- itemstack:add_wear(digparams.wear) -- return itemstack -- end -- The user may be any ObjectRef or nil. _custom_field = whatever, -- Add your own custom fields. By convention, all custom field names -- should start with `_` to avoid naming collisions with future engine -- usage. } Node definition --------------- Used by `minetest.register_node`. { -- <all fields allowed in item definitions>, drawtype = "normal", -- See "Node drawtypes" visual_scale = 1.0, -- Supported for drawtypes "plantlike", "signlike", "torchlike", -- "firelike", "mesh". -- For plantlike and firelike, the image will start at the bottom of the -- node, for the other drawtypes the image will be centered on the node. -- Note that positioning for "torchlike" may still change. tiles = {tile definition 1, def2, def3, def4, def5, def6}, -- Textures of node; +Y, -Y, +X, -X, +Z, -Z -- Old field name was 'tile_images'. -- List can be shortened to needed length. overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, -- Same as `tiles`, but these textures are drawn on top of the base -- tiles. You can use this to colorize only specific parts of your -- texture. If the texture name is an empty string, that overlay is not -- drawn. Since such tiles are drawn twice, it is not recommended to use -- overlays on very common nodes. special_tiles = {tile definition 1, Tile definition 2}, -- Special textures of node; used rarely. -- Old field name was 'special_materials'. -- List can be shortened to needed length. color = ColorSpec, -- The node's original color will be multiplied with this color. -- If the node has a palette, then this setting only has an effect in -- the inventory and on the wield item. use_texture_alpha = false, -- Use texture's alpha channel palette = "palette.png", -- The node's `param2` is used to select a pixel from the image. -- Pixels are arranged from left to right and from top to bottom. -- The node's color will be multiplied with the selected pixel's color. -- Tiles can override this behavior. -- Only when `paramtype2` supports palettes. post_effect_color = "green#0F", -- Screen tint if player is inside node, see "ColorSpec" paramtype = "none", -- See "Nodes" paramtype2 = "none", -- See "Nodes" place_param2 = nil, -- Force value for param2 when player places node is_ground_content = true, -- If false, the cave generator and dungeon generator will not carve -- through this node. -- Specifically, this stops mod-added nodes being removed by caves and -- dungeons when those generate in a neighbor mapchunk and extend out -- beyond the edge of that mapchunk. sunlight_propagates = false, -- If true, sunlight will go infinitely through this node walkable = true, -- If true, objects collide with node pointable = true, -- If true, can be pointed at diggable = true, -- If false, can never be dug climbable = false, -- If true, can be climbed on (ladder) buildable_to = false, -- If true, placed nodes can replace this node floodable = false, -- If true, liquids flow into and replace this node. -- Warning: making a liquid node 'floodable' will cause problems. liquidtype = "none", -- "none" / "source" / "flowing" liquid_alternative_flowing = "", -- Flowing version of source liquid liquid_alternative_source = "", -- Source version of flowing liquid liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) liquid_renewable = true, -- If true, a new liquid source can be created by placing two or more -- sources nearby leveled = 16, -- Only valid for "nodebox" drawtype with 'type = "leveled"'. -- Allows defining the nodebox height without using param2. -- The nodebox height is 'leveled' / 64 nodes. -- The maximum value of 'leveled' is 127. liquid_range = 8, -- Number of flowing nodes around source (max. 8) drowning = 0, -- Player will take this amount of damage if no bubbles are left light_source = 0, -- Amount of light emitted by node. -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'. -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined -- behavior. damage_per_second = 0, -- If player is inside node, this damage is caused node_box = {type="regular"}, -- See "Node boxes" connects_to = nodenames, -- Used for nodebox nodes with the type == "connected". -- Specifies to what neighboring nodes connections will be drawn. -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"` connect_sides = { "top", "bottom", "front", "left", "back", "right" }, -- Tells connected nodebox nodes to connect only to these sides of this -- node mesh = "model", selection_box = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, -- Custom selection box definition. Multiple boxes can be defined. -- If "nodebox" drawtype is used and selection_box is nil, then node_box -- definition is used for the selection box. collision_box = { type = "fixed", fixed = { {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16}, }, }, -- Custom collision box definition. Multiple boxes can be defined. -- If "nodebox" drawtype is used and collision_box is nil, then node_box -- definition is used for the collision box. -- Both of the boxes above are defined as: -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center. -- Support maps made in and before January 2012 legacy_facedir_simple = false, legacy_wallmounted = false, waving = 0, -- Valid for drawtypes: -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid. -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed) -- 2 - wave node like leaves (whole node moves side-to-side) -- 3 - wave node like liquids (whole node moves up and down) -- Not all models will properly wave. -- plantlike drawtype can only wave like plants. -- allfaces_optional drawtype can only wave like leaves. -- liquid, flowingliquid drawtypes can only wave like liquids. sounds = { footstep = <SimpleSoundSpec>, dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default) dug = <SimpleSoundSpec>, place = <SimpleSoundSpec>, place_failed = <SimpleSoundSpec>, fall = <SimpleSoundSpec>, }, drop = "", -- Name of dropped item when dug. -- Default dropped item is the node itself. -- Using a table allows multiple items, drop chances and tool filtering: drop = { max_items = 1, -- Maximum number of item lists to drop. -- The entries in 'items' are processed in order. For each: -- Tool filtering is applied, chance of drop is applied, if both are -- successful the entire item list is dropped. -- Entry processing continues until the number of dropped item lists -- equals 'max_items'. -- Therefore, entries should progress from low to high drop chance. items = { -- Entry examples. { -- 1 in 1000 chance of dropping a diamond. -- Default rarity is '1'. rarity = 1000, items = {"default:diamond"}, }, { -- Only drop if using a tool whose name is identical to one -- of these. tools = {"default:shovel_mese", "default:shovel_diamond"}, rarity = 5, items = {"default:dirt"}, -- Whether all items in the dropped item list inherit the -- hardware coloring palette color from the dug node. -- Default is 'false'. inherit_color = true, }, { -- Only drop if using a tool whose name contains -- "default:shovel_". tools = {"~default:shovel_"}, rarity = 2, -- The item list dropped. items = {"default:sand", "default:desert_sand"}, }, }, }, on_construct = function(pos), -- Node constructor; called after adding node. -- Can set up metadata and stuff like that. -- Not called for bulk node placement (i.e. schematics and VoxelManip). -- default: nil on_destruct = function(pos), -- Node destructor; called before removing node. -- Not called for bulk node placement. -- default: nil after_destruct = function(pos, oldnode), -- Node destructor; called after removing node. -- Not called for bulk node placement. -- default: nil on_flood = function(pos, oldnode, newnode), -- Called when a liquid (newnode) is about to flood oldnode, if it has -- `floodable = true` in the nodedef. Not called for bulk node placement -- (i.e. schematics and VoxelManip) or air nodes. If return true the -- node is not flooded, but on_flood callback will most likely be called -- over and over again every liquid update interval. -- Default: nil -- Warning: making a liquid node 'floodable' will cause problems. preserve_metadata = function(pos, oldnode, oldmeta, drops), -- Called when oldnode is about be converted to an item, but before the -- node is deleted from the world or the drops are added. This is -- generally the result of either the node being dug or an attached node -- becoming detached. -- drops is a table of ItemStacks, so any metadata to be preserved can -- be added directly to one or more of the dropped items. See -- "ItemStackMetaRef". -- default: nil after_place_node = function(pos, placer, itemstack, pointed_thing), -- Called after constructing node when node was placed using -- minetest.item_place_node / minetest.place_node. -- If return true no item is taken from itemstack. -- `placer` may be any valid ObjectRef or nil. -- default: nil after_dig_node = function(pos, oldnode, oldmetadata, digger), -- oldmetadata is in table format. -- Called after destructing node when node was dug using -- minetest.node_dig / minetest.dig_node. -- default: nil can_dig = function(pos, [player]), on_punch = function(pos, node, puncher, pointed_thing), -- Returns true if node can be dug, or false if not. -- default: nil -- default: minetest.node_punch -- By default calls minetest.register_on_punchnode callbacks. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing), -- default: nil -- itemstack will hold clicker's wielded item. -- Shall return the leftover itemstack. -- Note: pointed_thing can be nil, if a mod calls this function. -- This function does not get triggered by clients <=0.4.16 if the -- "formspec" node metadata field is set. on_dig = function(pos, node, digger), -- default: minetest.node_dig -- By default checks privileges, wears out tool and removes node. on_timer = function(pos, elapsed), -- default: nil -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef. -- elapsed is the total time passed since the timer was started. -- return true to run the timer for another cycle with the same timeout -- value. on_receive_fields = function(pos, formname, fields, sender), -- fields = {name1 = value1, name2 = value2, ...} -- Called when an UI form (e.g. sign text input) returns data. -- See minetest.register_on_player_receive_fields for more info. -- default: nil allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player), -- Called when a player wants to move items inside the inventory. -- Return value: number of items allowed to move. allow_metadata_inventory_put = function(pos, listname, index, stack, player), -- Called when a player wants to put something into the inventory. -- Return value: number of items allowed to put. -- Return value -1: Allow and don't modify item count in inventory. allow_metadata_inventory_take = function(pos, listname, index, stack, player), -- Called when a player wants to take something out of the inventory. -- Return value: number of items allowed to take. -- Return value -1: Allow and don't modify item count in inventory. on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player), on_metadata_inventory_put = function(pos, listname, index, stack, player), on_metadata_inventory_take = function(pos, listname, index, stack, player), -- Called after the actual action has happened, according to what was -- allowed. -- No return value. on_blast = function(pos, intensity), -- intensity: 1.0 = mid range of regular TNT. -- If defined, called when an explosion touches the node, instead of -- removing the node. } Crafting recipes ---------------- Used by `minetest.register_craft`. ### Shaped { output = 'default:pick_stone', recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly' }, replacements = <list of item pairs>, -- replacements: replace one input item with another item on crafting -- (optional). } ### Shapeless { type = "shapeless", output = 'mushrooms:mushroom_stew', recipe = { "mushrooms:bowl", "mushrooms:mushroom_brown", "mushrooms:mushroom_red", }, replacements = <list of item pairs>, } ### Tool repair { type = "toolrepair", additional_wear = -0.02, } Note: Tools with group `disable_repair=1` will not repairable by this recipe. ### Cooking { type = "cooking", output = "default:glass", recipe = "default:sand", cooktime = 3, } ### Furnace fuel { type = "fuel", recipe = "bucket:bucket_lava", burntime = 60, replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}}, } Ore definition -------------- Used by `minetest.register_ore`. See [Ores] section above for essential information. { ore_type = "scatter", ore = "default:stone_with_coal", ore_param2 = 3, -- Facedir rotation. Default is 0 (unchanged rotation) wherein = "default:stone", -- A list of nodenames is supported too clust_scarcity = 8 * 8 * 8, -- Ore has a 1 out of clust_scarcity chance of spawning in a node. -- If the desired average distance between ores is 'd', set this to -- d * d * d. clust_num_ores = 8, -- Number of ores in a cluster clust_size = 3, -- Size of the bounding box of the cluster. -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 -- nodes are coal ore. y_min = -31000, y_max = 64, -- Lower and upper limits for ore flags = "", -- Attributes for the ore generation, see 'Ore attributes' section above noise_threshold = 0.5, -- If noise is above this threshold, ore is placed. Not needed for a -- uniform distribution. noise_params = { offset = 0, scale = 1, spread = {x = 100, y = 100, z = 100}, seed = 23, octaves = 3, persist = 0.7 }, -- NoiseParams structure describing one of the perlin noises used for -- ore distribution. -- Needed by "sheet", "puff", "blob" and "vein" ores. -- Omit from "scatter" ore for a uniform ore distribution. -- Omit from "stratum" ore for a simple horizontal strata from y_min to -- y_max. biomes = {"desert", "rainforest"}, -- List of biomes in which this ore occurs. -- Occurs in all biomes if this is omitted, and ignored if the Mapgen -- being used does not support biomes. -- Can be a list of (or a single) biome names, IDs, or definitions. -- Type-specific parameters -- sheet column_height_min = 1, column_height_max = 16, column_midpoint_factor = 0.5, -- puff np_puff_top = { offset = 4, scale = 2, spread = {x = 100, y = 100, z = 100}, seed = 47, octaves = 3, persist = 0.7 }, np_puff_bottom = { offset = 4, scale = 2, spread = {x = 100, y = 100, z = 100}, seed = 11, octaves = 3, persist = 0.7 }, -- vein random_factor = 1.0, -- stratum np_stratum_thickness = { offset = 8, scale = 4, spread = {x = 100, y = 100, z = 100}, seed = 17, octaves = 3, persist = 0.7 }, stratum_thickness = 8, } Biome definition ---------------- Used by `minetest.register_biome`. { name = "tundra", node_dust = "default:snow", -- Node dropped onto upper surface after all else is generated node_top = "default:dirt_with_snow", depth_top = 1, -- Node forming surface layer of biome and thickness of this layer node_filler = "default:permafrost", depth_filler = 3, -- Node forming lower layer of biome and thickness of this layer node_stone = "default:bluestone", -- Node that replaces all stone nodes between roughly y_min and y_max. node_water_top = "default:ice", depth_water_top = 10, -- Node forming a surface layer in seawater with the defined thickness node_water = "", -- Node that replaces all seawater nodes not in the surface layer node_river_water = "default:ice", -- Node that replaces river water in mapgens that use -- default:river_water node_riverbed = "default:gravel", depth_riverbed = 2, -- Node placed under river water and thickness of this layer node_cave_liquid = "default:water_source", -- Nodes placed as a blob of liquid in 50% of large caves. -- If absent, cave liquids fall back to classic behaviour of lava or -- water distributed according to a hardcoded 3D noise. node_dungeon = "default:cobble", -- Node used for primary dungeon structure. -- If absent, dungeon materials fall back to classic behaviour. -- If present, the following two nodes are also used. node_dungeon_alt = "default:mossycobble", -- Node used for randomly-distributed alternative structure nodes. -- If alternative structure nodes are not wanted leave this absent for -- performance reasons. node_dungeon_stair = "stairs:stair_cobble", -- Node used for dungeon stairs. -- If absent, stairs fall back to 'node_dungeon'. y_max = 31000, y_min = 1, -- Upper and lower limits for biome. -- Alternatively you can use xyz limits as shown below. max_pos = {x = 31000, y = 128, z = 31000}, min_pos = {x = -31000, y = 9, z = -31000}, -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'. -- Biome is limited to a cuboid defined by these positions. -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or -- 31000 in 'max_pos'. vertical_blend = 8, -- Vertical distance in nodes above 'y_max' over which the biome will -- blend with the biome above. -- Set to 0 for no vertical blend. Defaults to 0. heat_point = 0, humidity_point = 50, -- Characteristic temperature and humidity for the biome. -- These values create 'biome points' on a voronoi diagram with heat and -- humidity as axes. The resulting voronoi cells determine the -- distribution of the biomes. -- Heat and humidity have average values of 50, vary mostly between -- 0 and 100 but can exceed these values. } Decoration definition --------------------- See [Decoration types]. Used by `minetest.register_decoration`. { deco_type = "simple", place_on = "default:dirt_with_grass", -- Node (or list of nodes) that the decoration can be placed on sidelen = 8, -- Size of the square divisions of the mapchunk being generated. -- Determines the resolution of noise variation if used. -- If the chunk size is not evenly divisible by sidelen, sidelen is made -- equal to the chunk size. fill_ratio = 0.02, -- The value determines 'decorations per surface node'. -- Used only if noise_params is not specified. -- If >= 10.0 complete coverage is enabled and decoration placement uses -- a different and much faster method. noise_params = { offset = 0, scale = 0.45, spread = {x = 100, y = 100, z = 100}, seed = 354, octaves = 3, persist = 0.7, lacunarity = 2.0, flags = "absvalue" }, -- NoiseParams structure describing the perlin noise used for decoration -- distribution. -- A noise value is calculated for each square division and determines -- 'decorations per surface node' within each division. -- If the noise value >= 10.0 complete coverage is enabled and -- decoration placement uses a different and much faster method. biomes = {"Oceanside", "Hills", "Plains"}, -- List of biomes in which this decoration occurs. Occurs in all biomes -- if this is omitted, and ignored if the Mapgen being used does not -- support biomes. -- Can be a list of (or a single) biome names, IDs, or definitions. y_min = -31000, y_max = 31000, -- Lower and upper limits for decoration. -- These parameters refer to the Y co-ordinate of the 'place_on' node. spawn_by = "default:water", -- Node (or list of nodes) that the decoration only spawns next to. -- Checks two horizontal planes of 8 neighbouring nodes (including -- diagonal neighbours), one plane level with the 'place_on' node and a -- plane one node above that. num_spawn_by = 1, -- Number of spawn_by nodes that must be surrounding the decoration -- position to occur. -- If absent or -1, decorations occur next to any nodes. flags = "liquid_surface, force_placement, all_floors, all_ceilings", -- Flags for all decoration types. -- "liquid_surface": Instead of placement on the highest solid surface -- in a mapchunk column, placement is on the highest liquid surface. -- Placement is disabled if solid nodes are found above the liquid -- surface. -- "force_placement": Nodes other than "air" and "ignore" are replaced -- by the decoration. -- "all_floors", "all_ceilings": Instead of placement on the highest -- surface in a mapchunk the decoration is placed on all floor and/or -- ceiling surfaces, for example in caves and dungeons. -- Ceiling decorations act as an inversion of floor decorations so the -- effect of 'place_offset_y' is inverted. -- Y-slice probabilities do not function correctly for ceiling -- schematic decorations as the behaviour is unchanged. -- If a single decoration registration has both flags the floor and -- ceiling decorations will be aligned vertically. ----- Simple-type parameters decoration = "default:grass", -- The node name used as the decoration. -- If instead a list of strings, a randomly selected node from the list -- is placed as the decoration. height = 1, -- Decoration height in nodes. -- If height_max is not 0, this is the lower limit of a randomly -- selected height. height_max = 0, -- Upper limit of the randomly selected height. -- If absent, the parameter 'height' is used as a constant. param2 = 0, -- Param2 value of decoration nodes. -- If param2_max is not 0, this is the lower limit of a randomly -- selected param2. param2_max = 0, -- Upper limit of the randomly selected param2. -- If absent, the parameter 'param2' is used as a constant. place_offset_y = 0, -- Y offset of the decoration base node relative to the standard base -- node position. -- Can be positive or negative. Default is 0. -- Effect is inverted for "all_ceilings" decorations. -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer -- to the 'place_on' node. ----- Schematic-type parameters schematic = "foobar.mts", -- If schematic is a string, it is the filepath relative to the current -- working directory of the specified Minetest schematic file. -- Could also be the ID of a previously registered schematic. schematic = { size = {x = 4, y = 6, z = 4}, data = { {name = "default:cobble", param1 = 255, param2 = 0}, {name = "default:dirt_with_grass", param1 = 255, param2 = 0}, {name = "air", param1 = 255, param2 = 0}, ... }, yslice_prob = { {ypos = 2, prob = 128}, {ypos = 5, prob = 64}, ... }, }, -- Alternative schematic specification by supplying a table. The fields -- size and data are mandatory whereas yslice_prob is optional. -- See 'Schematic specifier' for details. replacements = {["oldname"] = "convert_to", ...}, flags = "place_center_x, place_center_y, place_center_z", -- Flags for schematic decorations. See 'Schematic attributes'. rotation = "90", -- Rotation can be "0", "90", "180", "270", or "random" place_offset_y = 0, -- If the flag 'place_center_y' is set this parameter is ignored. -- Y offset of the schematic base node layer relative to the 'place_on' -- node. -- Can be positive or negative. Default is 0. -- Effect is inverted for "all_ceilings" decorations. -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer -- to the 'place_on' node. } Chat command definition ----------------------- Used by `minetest.register_chatcommand`. { params = "<name> <privilege>", -- Short parameter description description = "Remove privilege from player", -- Full description privs = {privs=true}, -- Require the "privs" privilege to run func = function(name, param), -- Called when command is run. Returns boolean success and text output. } Note that in params, use of symbols is as follows: * `<>` signifies a placeholder to be replaced when the command is used. For example, when a player name is needed: `<name>` * `[]` signifies param is optional and not required when the command is used. For example, if you require param1 but param2 is optional: `<param1> [<param2>]` * `|` signifies exclusive or. The command requires one param from the options provided. For example: `<param1> | <param2>` * `()` signifies grouping. For example, when param1 and param2 are both required, or only param3 is required: `(<param1> <param2>) | <param3>` Privilege definition -------------------- Used by `minetest.register_privilege`. { description = "Can teleport", -- Privilege description give_to_singleplayer = false, -- Whether to grant the privilege to singleplayer (default true). give_to_admin = true, -- Whether to grant the privilege to the server admin. -- Uses value of 'give_to_singleplayer' by default. on_grant = function(name, granter_name), -- Called when given to player 'name' by 'granter_name'. -- 'granter_name' will be nil if the priv was granted by a mod. on_revoke = function(name, revoker_name), -- Called when taken from player 'name' by 'revoker_name'. -- 'revoker_name' will be nil if the priv was revoked by a mod. -- Note that the above two callbacks will be called twice if a player is -- responsible, once with the player name, and then with a nil player -- name. -- Return true in the above callbacks to stop register_on_priv_grant or -- revoke being called. } Detached inventory callbacks ---------------------------- Used by `minetest.create_detached_inventory`. { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player), -- Called when a player wants to move items inside the inventory. -- Return value: number of items allowed to move. allow_put = function(inv, listname, index, stack, player), -- Called when a player wants to put something into the inventory. -- Return value: number of items allowed to put. -- Return value -1: Allow and don't modify item count in inventory. allow_take = function(inv, listname, index, stack, player), -- Called when a player wants to take something out of the inventory. -- Return value: number of items allowed to take. -- Return value -1: Allow and don't modify item count in inventory. on_move = function(inv, from_list, from_index, to_list, to_index, count, player), on_put = function(inv, listname, index, stack, player), on_take = function(inv, listname, index, stack, player), -- Called after the actual action has happened, according to what was -- allowed. -- No return value. } HUD Definition -------------- See [HUD] section. Used by `Player:hud_add`. Returned by `Player:hud_get`. { hud_elem_type = "image", -- See HUD element types -- Type of element, can be "image", "text", "statbar", or "inventory" position = {x=0.5, y=0.5}, -- Left corner position of element name = "<name>", scale = {x = 2, y = 2}, text = "<text>", number = 2, item = 3, -- Selected item in inventory. 0 for no item selected. direction = 0, -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top alignment = {x=0, y=0}, offset = {x=0, y=0}, size = { x=100, y=100 }, -- Size of element in pixels } Particle definition ------------------- Used by `minetest.add_particle`. { pos = {x=0, y=0, z=0}, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, -- Spawn particle at pos with velocity and acceleration expirationtime = 1, -- Disappears after expirationtime seconds size = 1, -- Scales the visual size of the particle texture. collisiondetection = false, -- If true collides with `walkable` nodes and, depending on the -- `object_collision` field, objects too. collision_removal = false, -- If true particle is removed when it collides. -- Requires collisiondetection = true to have any effect. object_collision = false, -- If true particle collides with objects that are defined as -- `physical = true,` and `collide_with_objects = true,`. -- Requires collisiondetection = true to have any effect. vertical = false, -- If true faces player using y axis only texture = "image.png", playername = "singleplayer", -- Optional, if specified spawns particle only on the player's client animation = {Tile Animation definition}, -- Optional, specifies how to animate the particle texture glow = 0 -- Optional, specify particle self-luminescence in darkness. -- Values 0-14. } `ParticleSpawner` definition ---------------------------- Used by `minetest.add_particlespawner`. { amount = 1, -- Number of particles spawned over the time period `time`. time = 1, -- Lifespan of spawner in seconds. -- If time is 0 spawner has infinite lifespan and spawns the `amount` on -- a per-second basis. minpos = {x=0, y=0, z=0}, maxpos = {x=0, y=0, z=0}, minvel = {x=0, y=0, z=0}, maxvel = {x=0, y=0, z=0}, minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 1, -- The particles' properties are random values between the min and max -- values. -- pos, velocity, acceleration, expirationtime, size collisiondetection = false, -- If true collide with `walkable` nodes and, depending on the -- `object_collision` field, objects too. collision_removal = false, -- If true particles are removed when they collide. -- Requires collisiondetection = true to have any effect. object_collision = false, -- If true particles collide with objects that are defined as -- `physical = true,` and `collide_with_objects = true,`. -- Requires collisiondetection = true to have any effect. attached = ObjectRef, -- If defined, particle positions, velocities and accelerations are -- relative to this object's position and yaw vertical = false, -- If true face player using y axis only texture = "image.png", playername = "singleplayer", -- Optional, if specified spawns particles only on the player's client animation = {Tile Animation definition}, -- Optional, specifies how to animate the particles' texture glow = 0 -- Optional, specify particle self-luminescence in darkness. -- Values 0-14. } `HTTPRequest` definition ------------------------ Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`. { url = "http://example.org", timeout = 10, -- Timeout for connection in seconds. Default is 3 seconds. post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"}, -- Optional, if specified a POST request with post_data is performed. -- Accepts both a string and a table. If a table is specified, encodes -- table as x-www-form-urlencoded key-value pairs. -- If post_data is not specified, a GET request is performed instead. user_agent = "ExampleUserAgent", -- Optional, if specified replaces the default minetest user agent with -- given string extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" }, -- Optional, if specified adds additional headers to the HTTP request. -- You must make sure that the header strings follow HTTP specification -- ("Key: Value"). multipart = boolean -- Optional, if true performs a multipart HTTP request. -- Default is false. } `HTTPRequestResult` definition ------------------------------ Passed to `HTTPApiTable.fetch` callback. Returned by `HTTPApiTable.fetch_async_get`. { completed = true, -- If true, the request has finished (either succeeded, failed or timed -- out) succeeded = true, -- If true, the request was successful timeout = false, -- If true, the request timed out code = 200, -- HTTP status code data = "response" } Authentication handler definition --------------------------------- Used by `minetest.register_authentication_handler`. { get_auth = function(name), -- Get authentication data for existing player `name` (`nil` if player -- doesn't exist). -- Returns following structure: -- `{password=<string>, privileges=<table>, last_login=<number or nil>}` create_auth = function(name, password), -- Create new auth data for player `name`. -- Note that `password` is not plain-text but an arbitrary -- representation decided by the engine. delete_auth = function(name), -- Delete auth data of player `name`. -- Returns boolean indicating success (false if player is nonexistent). set_password = function(name, password), -- Set password of player `name` to `password`. -- Auth data should be created if not present. set_privileges = function(name, privileges), -- Set privileges of player `name`. -- `privileges` is in table form, auth data should be created if not -- present. reload = function(), -- Reload authentication data from the storage location. -- Returns boolean indicating success. record_login = function(name), -- Called when player joins, used for keeping track of last_login iterate = function(), -- Returns an iterator (use with `for` loops) for all player names -- currently in the auth database }
pgimeno/minetest
doc/lua_api.txt
Text
mit
275,101
/** @mainpage The Minetest engine internal documentation Welcome to the Minetest engine Doxygen documentation site!\n This page documents the internal structure of the Minetest engine's C++ code.\n Use the tree view at the left to navigate. */
pgimeno/minetest
doc/main_page.dox
dox
mit
247
Minetest Lua Mainmenu API Reference 5.1.0 ========================================= Introduction ------------- The main menu is defined as a formspec by Lua in builtin/mainmenu/ Description of formspec language to show your menu is in lua_api.txt Callbacks --------- core.buttonhandler(fields): called when a button is pressed. ^ fields = {name1 = value1, name2 = value2, ...} core.event_handler(event) ^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter" Gamedata -------- The "gamedata" table is read when calling core.start(). It should contain: { playername = <name>, password = <password>, address = <IP/adress>, port = <port>, selected_world = <index>, -- 0 for client mode singleplayer = <true/false>, } Functions --------- core.start() core.close() Filesystem: core.get_builtin_path() ^ returns path to builtin root core.create_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to create (needs to be absolute) ^ returns true/false core.delete_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to delete (needs to be absolute) ^ returns true/false core.copy_dir(source,destination,keep_soure) (possible in async calls) ^ source folder ^ destination folder ^ keep_source DEFAULT true --> if set to false source is deleted after copying ^ returns true/false core.extract_zip(zipfile,destination) [unzip within path required] ^ zipfile to extract ^ destination folder to extract to ^ returns true/false core.download_file(url,target) (possible in async calls) ^ url to download ^ target to store to ^ returns true/false core.get_version() (possible in async calls) ^ returns current core version core.sound_play(spec, looped) -> handle ^ spec = SimpleSoundSpec (see lua-api.txt) ^ looped = bool core.sound_stop(handle) core.get_video_drivers() ^ get list of video drivers supported by engine (not all modes are guaranteed to work) ^ returns list of available video drivers' settings name and 'friendly' display name ^ e.g. { {name="opengl", friendly_name="OpenGL"}, {name="software", friendly_name="Software Renderer"} } ^ first element of returned list is guaranteed to be the NULL driver core.get_mapgen_names([include_hidden=false]) -> table of map generator algorithms registered in the core (possible in async calls) core.get_cache_path() -> path of cache Formspec: core.update_formspec(formspec) core.get_table_index(tablename) -> index ^ can also handle textlists core.formspec_escape(string) -> string ^ escapes characters [ ] \ , ; that can not be used in formspecs core.explode_table_event(string) -> table ^ returns e.g. {type="CHG", row=1, column=2} ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click) core.explode_textlist_event(string) -> table ^ returns e.g. {type="CHG", index=1} ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click) GUI: core.set_background(type, texturepath,[tile],[minsize]) ^ type: "background", "overlay", "header" or "footer" ^ tile: tile the image instead of scaling (background only) ^ minsize: minimum tile size, images are scaled to at least this size prior ^ doing tiling (background only) core.set_clouds(<true/false>) core.set_topleft_text(text) core.show_keys_menu() core.file_open_dialog(formname,caption) ^ shows a file open dialog ^ formname is base name of dialog response returned in fields ^ -if dialog was accepted "_accepted" ^^ will be added to fieldname containing the path ^ -if dialog was canceled "_cancelled" ^ will be added to fieldname value is set to formname itself ^ returns nil or selected file/folder core.get_screen_info() ^ returns { density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>, display_width = <width of display>, display_height = <height of display>, window_width = <current window width>, window_height = <current window height> } ### Content and Packages Content - an installed mod, modpack, game, or texture pack (txt) Package - content which is downloadable from the content db, may or may not be installed. * core.get_modpath() (possible in async calls) * returns path to global modpath * core.get_clientmodpath() (possible in async calls) * returns path to global client-side modpath * core.get_gamepath() (possible in async calls) * returns path to global gamepath * core.get_texturepath() (possible in async calls) * returns path to default textures * core.get_game(index) * returns: { id = <id>, path = <full path to game>, gamemods_path = <path>, name = <name of game>, menuicon_path = <full path to menuicon>, author = "author", DEPRECATED: addon_mods_paths = {[1] = <path>,}, } * core.get_games() -> table of all games in upper format (possible in async calls) * core.get_content_info(path) * returns { name = "name of content", type = "mod" or "modpack" or "game" or "txp", description = "description", author = "author", path = "path/to/content", depends = {"mod", "names"}, -- mods only optional_depends = {"mod", "names"}, -- mods only } Favorites: core.get_favorites(location) -> list of favorites (possible in async calls) ^ location: "local" or "online" ^ returns { [1] = { clients = <number of clients/nil>, clients_max = <maximum number of clients/nil>, version = <server version/nil>, password = <true/nil>, creative = <true/nil>, damage = <true/nil>, pvp = <true/nil>, description = <server description/nil>, name = <server name/nil>, address = <address of server/nil>, port = <port> }, } core.delete_favorite(id, location) -> success Logging: core.debug(line) (possible in async calls) ^ Always printed to stderr and logfile (print() is redirected here) core.log(line) (possible in async calls) core.log(loglevel, line) (possible in async calls) ^ loglevel one of "error", "action", "info", "verbose" Settings: core.settings:set(name, value) core.settings:get(name) -> string or nil (possible in async calls) core.settings:set_bool(name, value) core.settings:get_bool(name) -> bool or nil (possible in async calls) core.settings:save() -> nil, save all settings to config file For a complete list of methods of the Settings object see [lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) Worlds: core.get_worlds() -> list of worlds (possible in async calls) ^ returns { [1] = { path = <full path to world>, name = <name of world>, gameid = <gameid of world>, }, } core.create_world(worldname, gameid) core.delete_world(index) Helpers: core.get_us_time() ^ returns time with microsecond precision core.gettext(string) -> string ^ look up the translation of a string in the gettext message catalog fgettext_ne(string, ...) ^ call core.gettext(string), replace "$1"..."$9" with the given ^ extra arguments and return the result fgettext(string, ...) -> string ^ same as fgettext_ne(), but calls core.formspec_escape before returning result core.parse_json(string[, nullvalue]) -> something (possible in async calls) ^ see core.parse_json (lua_api.txt) dump(obj, dumped={}) ^ Return object serialized as a string string:split(separator) ^ eg. string:split("a,b", ",") == {"a","b"} string:trim() ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar" core.is_yes(arg) (possible in async calls) ^ returns whether arg can be interpreted as yes minetest.encode_base64(string) (possible in async calls) ^ Encodes a string in base64. minetest.decode_base64(string) (possible in async calls) ^ Decodes a string encoded in base64. Version compat: core.get_min_supp_proto() ^ returns the minimum supported network protocol version core.get_max_supp_proto() ^ returns the maximum supported network protocol version Async: core.handle_async(async_job,parameters,finished) ^ execute a function asynchronously ^ async_job is a function receiving one parameter and returning one parameter ^ parameters parameter table passed to async_job ^ finished function to be called once async_job has finished ^ the result of async_job is passed to this function Limitations of Async operations -No access to global lua variables, don't even try -Limited set of available functions e.g. No access to functions modifying menu like core.start,core.close, core.file_open_dialog
pgimeno/minetest
doc/menu_lua_api.txt
Text
mit
8,458
.TH minetest 6 "2 February 2019" "" "" .SH NAME minetest, minetestserver \- Multiplayer infinite-world block sandbox .SH SYNOPSIS .B minetest [\fB--server SERVER OPTIONS\fR | \fBCLIENT OPTIONS\fR] [\fBCOMMON OPTIONS\fR] [\fBWORLD PATH\fR] .B minetestserver [\fBSERVER OPTIONS\fR] [\fBCOMMON OPTIONS\fR] [\fBWORLD PATH\fR] .SH DESCRIPTION .B Minetest is one of the first InfiniMiner/Minecraft(/whatever) inspired games (started October 2010), with a goal of taking the survival multiplayer gameplay in a slightly different direction. .PP The main design philosophy is to keep it technically simple, stable and portable. It will be kept lightweight enough to run on fairly old hardware. .SH COMMON OPTIONS .TP .B \-\-help Print allowed options and exit .TP .B \-\-version Print version information and exit .TP .B \-\-config <value> Load configuration from specified file .TP .B \-\-logfile <value> Set logfile path ('' for no logging) .TP .B \-\-info Print more information to console .TP .B \-\-verbose Print even more information to console .TP .B \-\-trace Print enormous amounts of information to console .TP .B \-\-quiet Print only errors to console .TP .B \-\-color <value> Colorize the logs ('always', 'never' or 'auto'), defaults to 'auto' .TP .B \-\-gameid <value> | list Set gameid or list available ones .TP .B \-\-worldname <value> Set world path by name .TP .B \-\-world <value> Set world path .TP .B \-\-worldlist path | name | both Get list of worlds ('path' lists paths, 'name' lists names, 'both' lists both) .TP .B \-\-map\-dir <value> Same as \-\-world (deprecated) .TP .B \-\-port <value> Set network port (UDP) to use .TP .B \-\-run\-unittests Run unit tests and exit .SH CLIENT OPTIONS .TP .B \-\-address <value> Address to connect to .TP .B \-\-go Disable main menu .TP .B \-\-name <value> Set player name .TP .B \-\-password <value> Set password .TP .B \-\-password\-file <value> Set password from contents of file .TP .B \-\-random\-input Enable random user input, for testing (client only) .TP .B \-\-videomodes List available video modes (client only) .TP .B \-\-speedtests Run speed tests .SH SERVER OPTIONS .TP .B \-\-migrate <value> Migrate from current map backend to another. Possible values are sqlite3, leveldb, redis, postgresql, and dummy. .TP .B \-\-migrate-auth <value> Migrate from current auth backend to another. Possible values are sqlite3 and files. .TP .B \-\-migrate-players <value> Migrate from current players backend to another. Possible values are sqlite3, postgresql, dummy, and files. .TP .B \-\-terminal Display an interactive terminal over ncurses during execution. .SH ENVIRONMENT .TP .B MINETEST_SUBGAME_PATH Colon delimited list of directories to search for games. .SH BUGS Please report all bugs at https://github.com/minetest/minetest/issues. .SH AUTHOR .PP Perttu Ahola <celeron55@gmail.com> and contributors. .PP This man page was originally written by Juhani Numminen <juhaninumminen0@gmail.com>. .SH WWW http://www.minetest.net/
pgimeno/minetest
doc/minetest.6
6
mit
3,001
.so man6/minetest.6
pgimeno/minetest
doc/minetestserver.6
6
mit
21
Minetest protocol (incomplete, early draft): Updated 2011-06-18 A custom protocol over UDP. Integers are big endian. Refer to connection.{h,cpp} for further reference. Initialization: - A dummy reliable packet with peer_id=PEER_ID_INEXISTENT=0 is sent to the server: - Actually this can be sent without the reliable packet header, too, i guess, but the sequence number in the header allows the sender to re-send the packet without accidentally getting a double initialization. - Packet content: # Basic header u32 protocol_id = PROTOCOL_ID = 0x4f457403 u16 sender_peer_id = PEER_ID_INEXISTENT = 0 u8 channel = 0 # Reliable packet header u8 type = TYPE_RELIABLE = 3 u16 seqnum = SEQNUM_INITIAL = 65500 # Original packet header u8 type = TYPE_ORIGINAL = 1 # And no actual payload. - Server responds with something like this: - Packet content: # Basic header u32 protocol_id = PROTOCOL_ID = 0x4f457403 u16 sender_peer_id = PEER_ID_INEXISTENT = 0 u8 channel = 0 # Reliable packet header u8 type = TYPE_RELIABLE = 3 u16 seqnum = SEQNUM_INITIAL = 65500 # Control packet header u8 type = TYPE_CONTROL = 0 u8 controltype = CONTROLTYPE_SET_PEER_ID = 1 u16 peer_id_new = assigned peer id to client (other than 0 or 1) - Then the connection can be disconnected by sending: - Packet content: # Basic header u32 protocol_id = PROTOCOL_ID = 0x4f457403 u16 sender_peer_id = whatever was gotten in CONTROLTYPE_SET_PEER_ID u8 channel = 0 # Control packet header u8 type = TYPE_CONTROL = 0 u8 controltype = CONTROLTYPE_DISCO = 3 - Here's a quick untested connect-disconnect done in PHP: # host: ip of server (use gethostbyname(hostname) to get from a dns name) # port: port of server function check_if_minetestserver_up($host, $port) { $socket = socket_create(AF_INET, SOCK_DGRAM, SOL_UDP); $timeout = array("sec" => 1, "usec" => 0); socket_set_option($socket, SOL_SOCKET, SO_RCVTIMEO, $timeout); $buf = "\x4f\x45\x74\x03\x00\x00\x00\x03\xff\xdc\x01"; socket_sendto($socket, $buf, strlen($buf), 0, $host, $port); $buf = socket_read($socket, 1000); if($buf != "") { # We got a reply! read the peer id from it. $peer_id = substr($buf, 9, 2); # Disconnect $buf = "\x4f\x45\x74\x03".$peer_id."\x00\x00\x03"; socket_sendto($socket, $buf, strlen($buf), 0, $host, $port); socket_close($socket); return true; } return false; } - Here's a Python script for checking if a minetest server is up, confirmed working #!/usr/bin/env python3 import sys, time, socket address = "" port = 30000 if len(sys.argv) <= 1: print("Usage: %s <address>" % sys.argv[0]) exit() if ":" in sys.argv[1]: address = sys.argv[1].split(":")[0] try: port = int(sys.argv[1].split(":")[1]) except ValueError: print("Please specify a valid port") exit() else: address = sys.argv[1] try: start = time.time() sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) sock.settimeout(2.0) buf = b"\x4f\x45\x74\x03\x00\x00\x00\x01" sock.sendto(buf, (address, port)) data, addr = sock.recvfrom(1000) if data: peer_id = data[12:14] buf = b"\x4f\x45\x74\x03" + peer_id + b"\x00\x00\x03" sock.sendto(buf, (address, port)) sock.close() end = time.time() print("%s is up (%0.5fms)" % (sys.argv[1], end - start)) else: print("%s seems to be down " % sys.argv[1]) except Exception as err: print("%s seems to be down (%s) " % (sys.argv[1], str(err)))
pgimeno/minetest
doc/protocol.txt
Text
mit
3,518
Minetest Texture Pack Reference =============================== Texture packs allow you to replace textures provided by a mod with your own textures. Texture pack directory structure -------------------------------- textures |-- Texture Pack | |-- texture_pack.conf | |-- screenshot.png | |-- description.txt | |-- override.txt | |-- your_texture_1.png | |-- your_texture_2.png `-- Another Texture Pack ### Texture Pack This is a directory containing the entire contents of a single texture pack. It can be chosen more or less freely and will also become the name of the texture pack. The name must not be “base”. ### `texture_pack.conf` A key-value config file with the following keys: * `title` - human readable title * `description` - short description, shown in the content tab ### `description.txt` **Deprecated**, you should use texture_pack.conf instead. A file containing a short description of the texture pack to be shown in the content tab. ### `screenshot.png` A preview image showing an in-game screenshot of this texture pack; it will be shown in the texture packs tab. It should have an aspect ratio of 3:2 and a minimum size of 300×200 pixels. ### `your_texture_1.png`, `your_texture_2.png`, etc. Any other PNG files will be interpreted as textures. They must have the same names as the textures they are supposed to override. For example, to override the apple texture of Minetest Game, add a PNG file named `default_apple.png`. The custom textures do not necceessarily require the same size as their originals, but this might be required for a few particular textures. When unsure, just test your texture pack in-game. Texture modifiers ----------------- See lua_api.txt for texture modifiers Special textures ---------------- These texture names are hardcoded into the engine but can also be overwritten by texture packs. All existing fallback textures can be found in the directory `textures/base/pack`. ### Gameplay textures * `bubble.png`: the bubble texture when the player is drowning * `crack_anylength.png`: node overlay texture when digging * `crosshair.png` * the crosshair texture in the center of the screen. The settings `crosshair_color` and `crosshair_alpha` are used to create a cross when no texture was found * `halo.png`: used for the node highlighting mesh * `heart.png`: used to display the health points of the player * `minimap_mask_round.png`: round minimap mask, white gets replaced by the map * `minimap_mask_square.png`: mask used for the square minimap * `minimap_overlay_round.png`: overlay texture for the round minimap * `minimap_overlay_square.png`: overlay texture for the square minimap * `object_marker_red.png`: texture for players on the minimap * `player_marker.png`: texture for the own player on the square minimap * `player.png`: front texture of the 2D upright sprite player * `player_back.png`: back texture of the 2D upright sprite player * `progress_bar.png`: foreground texture of the loading screen's progress bar * `progress_bar_bg.png`: background texture of the loading screen's progress bar * `moon.png`: texture of the moon. Default texture is generated by Minetest * `moon_tonemap.png`: tonemap to be used when `moon.png` was found * `sun.png`: texture of the sun. Default texture is generated by Minetest * `sun_tonemap.png`: tonemap to be used when `sun.png` was found * `sunrisebg.png`: shown sky texture when the sun rises * `smoke_puff.png`: texture used when an object died by punching * `unknown_item.png`: shown texture when an item definition was not found * `unknown_node.png`: shown texture when a node definition was not found * `unknown_object.png`: shown texture when an entity definition was not found * `wieldhand.png`: texture of the wieldhand ### Mainmenu textures * `menu_bg.png`: used as mainmenu background when the clouds are disabled * `menu_header.png`: header texture when no texture pack is selected * `no_screenshot.png` * texture when no screenshot was found for a texture pack or mod * `server_flags_creative.png`: icon for creative servers * `server_flags_damage.png`: icon for enabled damage on servers * `server_flags_favorite.png`: icon for your favorite servers * `server_flags_pvp.png`: icon for enabled PvP on servers ### Android textures * `down_arrow.png` * `left_arrow.png` * `right_arrow.png` * `up_arrow.png` * `drop_btn.png` * `fast_btn.png` * `fly_btn.png` * `jump_btn.png` * `noclip_btn.png` * `camera_btn.png` * `chat_btn.png` * `inventory_btn.png` * `rangeview_btn.png` * `debug_btn.png` * `gear_icon.png` * `rare_controls.png` Texture Overrides ----------------- You can override the textures of a node from a texture pack using texture overrides. To do this, create a file in a texture pack called override.txt Each line in an override.txt file is a rule. It consists of nodename face-selector texture For example, default:dirt_with_grass sides default_stone.png You can use ^ operators as usual: default:dirt_with_grass sides default_stone.png^[brighten Here are face selectors you can choose from: | face-selector | behavior | |---------------|---------------------------------------------------| | left | x- | | right | x+ | | front | z- | | back | z+ | | top | y+ | | bottom | y- | | sides | x-, x+, z-, z+ | | all | All faces. You can also use '*' instead of 'all'. | Designing leaves textures for the leaves rendering options ---------------------------------------------------------- Minetest has three modes for rendering leaves nodes if the node has the `allfaces_optional` drawtype. ### Fancy Uses the texture specified in the `tiles` nodedef field. The texture should have some transparent pixels and be in the RGBA format so that the transparent pixels can have color information. Faces of every leaves node are rendered even if they are inside a solid volume of leaves; this gives a dense appearance. ### Opaque Uses the texture specified in `tiles` but makes it opaque by converting each transparent pixel into an opaque pixel that uses the color information of that transparent pixel. Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow each transparent pixel to have color information. The colors of the transparent pixels should be set for a good appearance in `opaque` mode. This can be done by painting the pixels the desired colors then erasing them. Then when saving the texture, use the 'save color information from transparent pixels' option (or equivalent). ### Simple Uses the texture specified in the `special_tiles` nodedef field if it exists, if not, the `tiles` texture. The `special_tiles` texture should have fewer transparent pixels than the `tiles` texture and be in the 'indexed alpha' format. This mode is between the other two in terms of appearance and rendering load. The nodes are rendered using the `glasslike` drawtype, only showing the surface faces for any solid volume of leaves, not the internal faces. Due to this the `tiles` texture might appear lacking in density, so optionally a `special_tiles` texture can be used to provide a texture with fewer transparent pixels for a denser appearance.
pgimeno/minetest
doc/texture_packs.txt
Text
mit
7,649
============================= Minetest World Format 22...27 ============================= This applies to a world format carrying the block serialization version 22...27, used at least in - 0.4.dev-20120322 ... 0.4.dev-20120606 (22...23) - 0.4.0 (23) - 24 was never released as stable and existed for ~2 days - 27 was added in 0.4.15-dev The block serialization version does not fully specify every aspect of this format; if compliance with this format is to be checked, it needs to be done by detecting if the files and data indeed follows it. Legacy stuff ============= Data can, in theory, be contained in the flat file directory structure described below in Version 17, but it is not officially supported. Also you may stumble upon all kinds of oddities in not-so-recent formats. Files ====== Everything is contained in a directory, the name of which is freeform, but often serves as the name of the world. Currently the authentication and ban data is stored on a per-world basis. It can be copied over from an old world to a newly created world. World |-- auth.txt ----- Authentication data |-- auth.sqlite -- Authentication data (SQLite alternative) |-- env_meta.txt - Environment metadata |-- ipban.txt ---- Banned ips/users |-- map_meta.txt - Map metadata |-- map.sqlite --- Map data |-- players ------ Player directory | |-- player1 -- Player file | '-- Foo ------ Player file `-- world.mt ----- World metadata auth.txt --------- Contains authentication data, player per line. <name>:<password hash>:<privilege1,...> Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd, in the base64 encoding. Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the parts inside <> encoded in the base64 encoding. <verifier> is an RFC 2945 compatible SRP verifier, of the given salt, password, and the player's name lowercased, using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function. Example lines: - Player "celeron55", no password, privileges "interact" and "shout": celeron55::interact,shout - Player "Foo", password "bar", privilege "shout", with a legacy password hash: foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout - Player "Foo", password "bar", privilege "shout", with a 0.4.13 pw hash: foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout - Player "bar", no password, no privileges: bar:: auth.sqlite ------------ Contains authentification data as an SQLite database. This replaces auth.txt above when auth_backend is set to "sqlite3" in world.mt . This database contains two tables "auth" and "user_privileges": CREATE TABLE `auth` ( `id` INTEGER PRIMARY KEY AUTOINCREMENT, `name` VARCHAR(32) UNIQUE, `password` VARCHAR(512), `last_login` INTEGER ); CREATE TABLE `user_privileges` ( `id` INTEGER, `privilege` VARCHAR(32), PRIMARY KEY (id, privilege) CONSTRAINT fk_id FOREIGN KEY (id) REFERENCES auth (id) ON DELETE CASCADE ); The "name" and "password" fields of the auth table are the same as the auth.txt fields (with modern password hash). The "last_login" field is the last login time as a unix time stamp. The "user_privileges" table contains one entry per privilege and player. A player with "interact" and "shout" privileges will have two entries, one with privilege="interact" and the second with privilege="shout". env_meta.txt ------------- Simple global environment variables. Example content (added indentation): game_time = 73471 time_of_day = 19118 EnvArgsEnd ipban.txt ---------- Banned IP addresses and usernames. Example content (added indentation): 123.456.78.9|foo 123.456.78.10|bar map_meta.txt ------------- Simple global map variables. Example content (added indentation): seed = 7980462765762429666 [end_of_params] map.sqlite ----------- Map data. See Map File Format below. player1, Foo ------------- Player data. Filename can be anything. See Player File Format below. world.mt --------- World metadata. Example content (added indentation and - explanations): gameid = mesetint - name of the game enable_damage = true - whether damage is enabled or not creative_mode = false - whether creative mode is enabled or not backend = sqlite3 - which DB backend to use for blocks (sqlite3, dummy, leveldb, redis, postgresql) player_backend = sqlite3 - which DB backend to use for player data readonly_backend = sqlite3 - optionally readonly seed DB (DB file _must_ be located in "readonly" subfolder) server_announce = false - whether the server is publicly announced or not load_mod_<mod> = false - whether <mod> is to be loaded in this world auth_backend = files - which DB backend to use for authentication data Player File Format =================== - Should be pretty self-explanatory. - Note: position is in nodes * 10 Example content (added indentation): hp = 11 name = celeron55 pitch = 39.77 position = (-5231.97,15,1961.41) version = 1 yaw = 101.37 PlayerArgsEnd List main 32 Item default:torch 13 Item default:pick_steel 1 50112 Item experimental:tnt Item default:cobble 99 Item default:pick_stone 1 13104 Item default:shovel_steel 1 51838 Item default:dirt 61 Item default:rail 78 Item default:coal_lump 3 Item default:cobble 99 Item default:leaves 22 Item default:gravel 52 Item default:axe_steel 1 2045 Item default:cobble 98 Item default:sand 61 Item default:water_source 94 Item default:glass 2 Item default:mossycobble Item default:pick_steel 1 64428 Item animalmaterials:bone Item default:sword_steel Item default:sapling Item default:sword_stone 1 10647 Item default:dirt 99 Empty Empty Empty Empty Empty Empty Empty Empty EndInventoryList List craft 9 Empty Empty Empty Empty Empty Empty Empty Empty Empty EndInventoryList List craftpreview 1 Empty EndInventoryList List craftresult 1 Empty EndInventoryList EndInventory Map File Format ================ Minetest maps consist of MapBlocks, chunks of 16x16x16 nodes. In addition to the bulk node data, MapBlocks stored on disk also contain other things. History -------- We need a bit of history in here. Initially Minetest stored maps in a format called the "sectors" format. It was a directory/file structure like this: sectors2/XXX/ZZZ/YYYY For example, the MapBlock at (0,1,-2) was this file: sectors2/000/ffd/0001 Eventually Minetest outgrow this directory structure, as filesystems were struggling under the amount of files and directories. Large servers seriously needed a new format, and thus the base of the current format was invented, suggested by celeron55 and implemented by JacobF. SQLite3 was slammed in, and blocks files were directly inserted as blobs in a single table, indexed by integer primary keys, oddly mangled from coordinates. Today we know that SQLite3 allows multiple primary keys (which would allow storing coordinates separately), but the format has been kept unchanged for that part. So, this is where it has come. </history> So here goes ------------- map.sqlite is an sqlite3 database, containing a single table, called "blocks". It looks like this: CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB); The key -------- "pos" is created from the three coordinates of a MapBlock using this algorithm, defined here in Python: def getBlockAsInteger(p): return int64(p[2]*16777216 + p[1]*4096 + p[0]) def int64(u): while u >= 2**63: u -= 2**64 while u <= -2**63: u += 2**64 return u It can be converted the other way by using this code: def getIntegerAsBlock(i): x = unsignedToSigned(i % 4096, 2048) i = int((i - x) / 4096) y = unsignedToSigned(i % 4096, 2048) i = int((i - y) / 4096) z = unsignedToSigned(i % 4096, 2048) return x,y,z def unsignedToSigned(i, max_positive): if i < max_positive: return i else: return i - 2*max_positive The blob --------- The blob is the data that would have otherwise gone into the file. See below for description. MapBlock serialization format ============================== NOTE: Byte order is MSB first (big-endian). NOTE: Zlib data is in such a format that Python's zlib at least can directly decompress. u8 version - map format version number, see serialisation.h for the latest number u8 flags - Flag bitmasks: - 0x01: is_underground: Should be set to 0 if there will be no light obstructions above the block. If/when sunlight of a block is updated and there is no block above it, this value is checked for determining whether sunlight comes from the top. - 0x02: day_night_differs: Whether the lighting of the block is different on day and night. Only blocks that have this bit set are updated when day transforms to night. - 0x04: lighting_expired: Not used in version 27 and above. If true, lighting is invalid and should be updated. If you can't calculate lighting in your generator properly, you could try setting this 1 to everything and setting the uppermost block in every sector as is_underground=0. I am quite sure it doesn't work properly, though. - 0x08: generated: True if the block has been generated. If false, block is mostly filled with CONTENT_IGNORE and is likely to contain eg. parts of trees of neighboring blocks. u16 lighting_complete - Added in version 27. - This contains 12 flags, each of them corresponds to a direction. - Indicates if the light is correct at the sides of a map block. Lighting may not be correct if the light changed, but a neighbor block was not loaded at that time. If these flags are false, Minetest will automatically recompute light when both this block and its required neighbor are loaded. - The bit order is: nothing, nothing, nothing, nothing, night X-, night Y-, night Z-, night Z+, night Y+, night X+, day X-, day Y-, day Z-, day Z+, day Y+, day X+. Where 'day' is for the day light bank, 'night' is for the night light bank. The 'nothing' bits should be always set, as they will be used to indicate if direct sunlight spreading is finished. - Example: if the block at (0, 0, 0) has lighting_complete = 0b1111111111111110, then Minetest will correct lighting in the day light bank when the block at (1, 0, 0) is also loaded. u8 content_width - Number of bytes in the content (param0) fields of nodes if map format version <= 23: - Always 1 if map format version >= 24: - Always 2 u8 params_width - Number of bytes used for parameters per node - Always 2 zlib-compressed node data: if content_width == 1: - content: u8[4096]: param0 fields u8[4096]: param1 fields u8[4096]: param2 fields if content_width == 2: - content: u16[4096]: param0 fields u8[4096]: param1 fields u8[4096]: param2 fields - The location of a node in each of those arrays is (z*16*16 + y*16 + x). zlib-compressed node metadata list - content: if map format version <= 22: u16 version (=1) u16 count of metadata foreach count: u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X) u16 type_id u16 content_size u8[content_size] content of metadata. Format depends on type_id, see below. if map format version >= 23: u8 version (=1) -- Note the type is u8, while for map format version <= 22 it's u16 u16 count of metadata foreach count: u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X) u32 num_vars foreach num_vars: u16 key_len u8[key_len] key u32 val_len u8[val_len] value serialized inventory - Node timers if map format version == 23: u8 unused version (always 0) if map format version == 24: (NOTE: Not released as stable) u8 nodetimer_version if nodetimer_version == 0: (nothing else) if nodetimer_version == 1: u16 num_of_timers foreach num_of_timers: u16 timer position (z*16*16 + y*16 + x) s32 timeout*1000 s32 elapsed*1000 if map format version >= 25: -- Nothing right here, node timers are serialized later u8 static object version: - Always 0 u16 static_object_count foreach static_object_count: u8 type (object type-id) s32 pos_x_nodes * 10000 s32 pos_y_nodes * 10000 s32 pos_z_nodes * 10000 u16 data_size u8[data_size] data u32 timestamp - Timestamp when last saved, as seconds from starting the game. - 0xffffffff = invalid/unknown timestamp, nothing should be done with the time difference when loaded u8 name-id-mapping version - Always 0 u16 num_name_id_mappings foreach num_name_id_mappings u16 id u16 name_len u8[name_len] name - Node timers if map format version == 25: u8 length of the data of a single timer (always 2+4+4=10) u16 num_of_timers foreach num_of_timers: u16 timer position (z*16*16 + y*16 + x) s32 timeout*1000 s32 elapsed*1000 EOF. Format of nodes ---------------- A node is composed of the u8 fields param0, param1 and param2. if map format version <= 23: The content id of a node is determined as so: - If param0 < 0x80, content_id = param0 - Otherwise content_id = (param0<<4) + (param2>>4) if map format version >= 24: The content id of a node is param0. The purpose of param1 and param2 depend on the definition of the node. The name-id-mapping -------------------- The mapping maps node content ids to node names. Node metadata format for map format versions <= 22 --------------------------------------------------- The node metadata are serialized depending on the type_id field. 1: Generic metadata serialized inventory u32 len u8[len] text u16 len u8[len] owner u16 len u8[len] infotext u16 len u8[len] inventory drawspec u8 allow_text_input (bool) u8 removal_disabled (bool) u8 enforce_owner (bool) u32 num_vars foreach num_vars u16 len u8[len] name u32 len u8[len] value 14: Sign metadata u16 text_len u8[text_len] text 15: Chest metadata serialized inventory 16: Furnace metadata TBD 17: Locked Chest metadata u16 len u8[len] owner serialized inventory Static objects --------------- Static objects are persistent freely moving objects in the world. Object types: 1: Test object 2: Item 3: Rat (deprecated) 4: Oerkki (deprecated) 5: Firefly (deprecated) 6: MobV2 (deprecated) 7: LuaEntity 1: Item: u8 version version 0: u16 len u8[len] itemstring 7: LuaEntity: u8 version version 1: u16 len u8[len] entity name u32 len u8[len] static data s16 hp s32 velocity.x * 10000 s32 velocity.y * 10000 s32 velocity.z * 10000 s32 yaw * 1000 Itemstring format ------------------ eg. 'default:dirt 5' eg. 'default:pick_wood 21323' eg. '"default:apple" 2' eg. 'default:apple' - The wear value in tools is 0...65535 - There are also a number of older formats that you might stumble upon: eg. 'node "default:dirt" 5' eg. 'NodeItem default:dirt 5' eg. 'ToolItem WPick 21323' Inventory serialization format ------------------------------- - The inventory serialization format is line-based - The newline character used is "\n" - The end condition of a serialized inventory is always "EndInventory\n" - All the slots in a list must always be serialized. Example (format does not include "---"): --- List foo 4 Item default:sapling Item default:sword_stone 1 10647 Item default:dirt 99 Empty EndInventoryList List bar 9 Empty Empty Empty Empty Empty Empty Empty Empty Empty EndInventoryList EndInventory --- ============================================== Minetest World Format used as of 2011-05 or so ============================================== Map data serialization format version 17. 0.3.1 does not use this format, but a more recent one. This exists here for historical reasons. Directory structure: sectors/XXXXZZZZ or sectors2/XXX/ZZZ XXXX, ZZZZ, XXX and ZZZ being the hexadecimal X and Z coordinates. Under these, the block files are stored, called YYYY. There also exists files map_meta.txt and chunk_meta, that are used by the generator. If they are not found or invalid, the generator will currently behave quite strangely. The MapBlock file format (sectors2/XXX/ZZZ/YYYY): ------------------------------------------------- NOTE: Byte order is MSB first. u8 version - map format version number, this one is version 17 u8 flags - Flag bitmasks: - 0x01: is_underground: Should be set to 0 if there will be no light obstructions above the block. If/when sunlight of a block is updated and there is no block above it, this value is checked for determining whether sunlight comes from the top. - 0x02: day_night_differs: Whether the lighting of the block is different on day and night. Only blocks that have this bit set are updated when day transforms to night. - 0x04: lighting_expired: If true, lighting is invalid and should be updated. If you can't calculate lighting in your generator properly, you could try setting this 1 to everything and setting the uppermost block in every sector as is_underground=0. I am quite sure it doesn't work properly, though. zlib-compressed map data: - content: u8[4096]: content types u8[4096]: param1 values u8[4096]: param2 values zlib-compressed node metadata - content: u16 version (=1) u16 count of metadata foreach count: u16 position (= p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X) u16 type_id u16 content_size u8[content_size] misc. stuff contained in the metadata u16 mapblockobject_count - always write as 0. - if read != 0, just fail. foreach mapblockobject_count: - deprecated, should not be used. Length of this data can only be known by properly parsing it. Just hope not to run into any of this. u8 static object version: - currently 0 u16 static_object_count foreach static_object_count: u8 type (object type-id) s32 pos_x * 1000 s32 pos_y * 1000 s32 pos_z * 1000 u16 data_size u8[data_size] data u32 timestamp - Timestamp when last saved, as seconds from starting the game. - 0xffffffff = invalid/unknown timestamp, nothing will be done with the time difference when loaded (recommended) Node metadata format: --------------------- Sign metadata: u16 string_len u8[string_len] string Furnace metadata: TBD Chest metadata: TBD Locking Chest metadata: u16 string_len u8[string_len] string TBD // END
pgimeno/minetest
doc/world_format.txt
Text
mit
18,854
Arimo - Apache License, version 2.0 Arimo-Regular.ttf: Digitized data copyright (c) 2010-2012 Google Corporation.
pgimeno/minetest
fonts/Arimo-LICENSE.txt
Text
mit
114
Cousine - Apache License, version 2.0 Cousine-Regular.ttf: Digitized data copyright (c) 2010-2012 Google Corporation.
pgimeno/minetest
fonts/Cousine-LICENSE.txt
Text
mit
118
Copyright (C) 2008 The Android Open Source Project Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
pgimeno/minetest
fonts/DroidSansFallbackFull-LICENSE.txt
Text
mit
577
name = Minimal development test
pgimeno/minetest
games/minimal/game.conf
INI
mit
33
-- bucket (Minetest 0.4 mod) -- A bucket, which can pick up water and lava minetest.register_alias("bucket", "bucket:bucket_empty") minetest.register_alias("bucket_water", "bucket:bucket_water") minetest.register_alias("bucket_lava", "bucket:bucket_lava") minetest.register_craft({ output = 'bucket:bucket_empty 1', recipe = { {'default:steel_ingot', '', 'default:steel_ingot'}, {'', 'default:steel_ingot', ''}, } }) bucket = {} bucket.liquids = {} -- Register a new liquid -- source = name of the source node -- flowing = name of the flowing node -- itemname = name of the new bucket item (or nil if liquid is not takeable) -- inventory_image = texture of the new bucket item (ignored if itemname == nil) -- This function can be called from any mod (that depends on bucket). function bucket.register_liquid(source, flowing, itemname, inventory_image) bucket.liquids[source] = { source = source, flowing = flowing, itemname = itemname, } bucket.liquids[flowing] = bucket.liquids[source] if itemname ~= nil then minetest.register_craftitem(itemname, { inventory_image = inventory_image, stack_max = 1, liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) -- Must be pointing to node if pointed_thing.type ~= "node" then return end -- Check if pointing to a liquid n = minetest.get_node(pointed_thing.under) if bucket.liquids[n.name] == nil then -- Not a liquid minetest.add_node(pointed_thing.above, {name=source}) elseif n.name ~= source then -- It's a liquid minetest.add_node(pointed_thing.under, {name=source}) end return {name="bucket:bucket_empty"} end }) end end minetest.register_craftitem("bucket:bucket_empty", { inventory_image = "bucket.png", stack_max = 1, liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) -- Must be pointing to node if pointed_thing.type ~= "node" then return end -- Check if pointing to a liquid source n = minetest.get_node(pointed_thing.under) liquiddef = bucket.liquids[n.name] if liquiddef ~= nil and liquiddef.source == n.name and liquiddef.itemname ~= nil then minetest.add_node(pointed_thing.under, {name="air"}) return {name=liquiddef.itemname} end end, }) bucket.register_liquid( "default:water_source", "default:water_flowing", "bucket:bucket_water", "bucket_water.png" ) bucket.register_liquid( "default:lava_source", "default:lava_flowing", "bucket:bucket_lava", "bucket_lava.png" ) minetest.register_craft({ type = "fuel", recipe = "bucket:bucket_lava", burntime = 60, })
pgimeno/minetest
games/minimal/mods/bucket/init.lua
Lua
mit
2,622
name = bucket description = Minimal bucket to place and pick up liquids depends = default
pgimeno/minetest
games/minimal/mods/bucket/mod.conf
INI
mit
90
-- default (Minetest 0.4 mod) -- Most default stuff -- The API documentation in here was moved into doc/lua_api.txt WATER_ALPHA = 160 WATER_VISC = 1 LAVA_VISC = 7 LIGHT_MAX = 14 -- Definitions made by this mod that other mods can use too default = {} -- Load other files dofile(minetest.get_modpath("default").."/mapgen.lua") -- Set a noticeable inventory formspec for players minetest.register_on_joinplayer(function(player) local cb = function(player) minetest.chat_send_player(player:get_player_name(), "This is the [minimal] \"Minimal Development Test\" game. Use [minetest_game] for the real thing.") player:set_attribute("test_attribute", "test_me") player:set_attribute("remove_this", nil) end minetest.after(2.0, cb, player) end) -- -- Tool definition -- -- The hand minetest.register_item(":", { type = "none", wield_image = "wieldhand.png", wield_scale = {x=1,y=1,z=2.5}, tool_capabilities = { full_punch_interval = 1.0, max_drop_level = 0, groupcaps = { fleshy = {times={[2]=2.00, [3]=1.00}, uses=0, maxlevel=1}, crumbly = {times={[2]=3.00, [3]=0.70}, uses=0, maxlevel=1}, snappy = {times={[3]=0.40}, uses=0, maxlevel=1}, oddly_breakable_by_hand = {times={[1]=7.00,[2]=4.00,[3]=1.40}, uses=0, maxlevel=3}, }, damage_groups = {fleshy=1}, } }) -- -- Picks -- minetest.register_tool("default:pick_wood", { description = "Wooden Pickaxe", inventory_image = "default_tool_woodpick.png", tool_capabilities = { max_drop_level=0, groupcaps={ cracky={times={[2]=2.00, [3]=1.20}, uses=10, maxlevel=1} }, damage_groups = {fleshy=2}, }, }) minetest.register_tool("default:pick_stone", { description = "Stone Pickaxe", inventory_image = "default_tool_stonepick.png", tool_capabilities = { max_drop_level=0, groupcaps={ cracky={times={[1]=2.00, [2]=1.20, [3]=0.80}, uses=20, maxlevel=1} }, damage_groups = {fleshy=3}, }, }) minetest.register_tool("default:pick_steel", { description = "Steel Pickaxe", inventory_image = "default_tool_steelpick.png", tool_capabilities = { max_drop_level=1, groupcaps={ cracky={times={[1]=4.00, [2]=1.60, [3]=1.00}, uses=10, maxlevel=2} }, damage_groups = {fleshy=4}, }, }) minetest.register_tool("default:pick_mese", { description = "Mese Pickaxe", inventory_image = "default_tool_mesepick.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=3, groupcaps={ cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3} }, damage_groups = {fleshy=4}, }, }) -- -- Shovels -- minetest.register_tool("default:shovel_wood", { description = "Wooden Shovel", inventory_image = "default_tool_woodshovel.png", tool_capabilities = { max_drop_level=0, groupcaps={ crumbly={times={[1]=2.00, [2]=0.80, [3]=0.50}, uses=10, maxlevel=1} }, damage_groups = {fleshy=2}, }, }) minetest.register_tool("default:shovel_stone", { description = "Stone Shovel", inventory_image = "default_tool_stoneshovel.png", tool_capabilities = { max_drop_level=0, groupcaps={ crumbly={times={[1]=1.20, [2]=0.50, [3]=0.30}, uses=20, maxlevel=1} }, damage_groups = {fleshy=3}, }, }) minetest.register_tool("default:shovel_steel", { description = "Steel Shovel", inventory_image = "default_tool_steelshovel.png", tool_capabilities = { max_drop_level=1, groupcaps={ crumbly={times={[1]=1.00, [2]=0.70, [3]=0.60}, uses=10, maxlevel=2} }, damage_groups = {fleshy=4}, }, }) -- -- Axes -- minetest.register_tool("default:axe_wood", { description = "Wooden Axe", inventory_image = "default_tool_woodaxe.png", tool_capabilities = { max_drop_level=0, groupcaps={ choppy={times={[2]=1.40, [3]=0.80}, uses=10, maxlevel=1}, fleshy={times={[2]=1.50, [3]=0.80}, uses=10, maxlevel=1} }, damage_groups = {fleshy=2}, }, }) minetest.register_tool("default:axe_stone", { description = "Stone Axe", inventory_image = "default_tool_stoneaxe.png", tool_capabilities = { max_drop_level=0, groupcaps={ choppy={times={[1]=1.50, [2]=1.00, [3]=0.60}, uses=20, maxlevel=1}, fleshy={times={[2]=1.30, [3]=0.70}, uses=20, maxlevel=1} }, damage_groups = {fleshy=3}, }, }) minetest.register_tool("default:axe_steel", { description = "Steel Axe", inventory_image = "default_tool_steelaxe.png", tool_capabilities = { max_drop_level=1, groupcaps={ choppy={times={[1]=2.00, [2]=1.60, [3]=1.00}, uses=10, maxlevel=2}, fleshy={times={[2]=1.10, [3]=0.60}, uses=40, maxlevel=1} }, damage_groups = {fleshy=3}, }, }) -- -- Swords -- minetest.register_tool("default:sword_wood", { description = "Wooden Sword", inventory_image = "default_tool_woodsword.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=0, groupcaps={ fleshy={times={[2]=1.10, [3]=0.60}, uses=10, maxlevel=1}, snappy={times={[2]=1.00, [3]=0.50}, uses=10, maxlevel=1}, choppy={times={[3]=1.00}, uses=20, maxlevel=0} }, damage_groups = {fleshy=2}, } }) minetest.register_tool("default:sword_stone", { description = "Stone Sword", inventory_image = "default_tool_stonesword.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=0, groupcaps={ fleshy={times={[2]=0.80, [3]=0.40}, uses=20, maxlevel=1}, snappy={times={[2]=0.80, [3]=0.40}, uses=20, maxlevel=1}, choppy={times={[3]=0.90}, uses=20, maxlevel=0} }, damage_groups = {fleshy=4}, } }) minetest.register_tool("default:sword_steel", { description = "Steel Sword", inventory_image = "default_tool_steelsword.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=1, groupcaps={ fleshy={times={[1]=2.00, [2]=0.80, [3]=0.40}, uses=10, maxlevel=2}, snappy={times={[2]=0.70, [3]=0.30}, uses=40, maxlevel=1}, choppy={times={[3]=0.70}, uses=40, maxlevel=0} }, damage_groups = {fleshy=6}, } }) -- -- Crafting definition -- minetest.register_craft({ output = 'default:wood 4', recipe = { {'default:tree'}, } }) minetest.register_craft({ output = 'default:stick 4', recipe = { {'default:wood'}, } }) minetest.register_craft({ output = 'default:fence_wood 2', recipe = { {'default:stick', 'default:stick', 'default:stick'}, {'default:stick', 'default:stick', 'default:stick'}, } }) minetest.register_craft({ output = 'default:sign_wall', recipe = { {'default:wood', 'default:wood', 'default:wood'}, {'default:wood', 'default:wood', 'default:wood'}, {'', 'default:stick', ''}, } }) minetest.register_craft({ output = 'default:torch 4', recipe = { {'default:coal_lump'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:pick_wood', recipe = { {'default:wood', 'default:wood', 'default:wood'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, } }) minetest.register_craft({ output = 'default:pick_stone', recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, } }) minetest.register_craft({ output = 'default:pick_steel', recipe = { {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, } }) minetest.register_craft({ output = 'default:pick_mese', recipe = { {'default:mese', 'default:mese', 'default:mese'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, } }) minetest.register_craft({ output = 'default:shovel_wood', recipe = { {'default:wood'}, {'default:stick'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:shovel_stone', recipe = { {'default:cobble'}, {'default:stick'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:shovel_steel', recipe = { {'default:steel_ingot'}, {'default:stick'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:axe_wood', recipe = { {'default:wood', 'default:wood'}, {'default:wood', 'default:stick'}, {'', 'default:stick'}, } }) minetest.register_craft({ output = 'default:axe_stone', recipe = { {'default:cobble', 'default:cobble'}, {'default:cobble', 'default:stick'}, {'', 'default:stick'}, } }) minetest.register_craft({ output = 'default:axe_steel', recipe = { {'default:steel_ingot', 'default:steel_ingot'}, {'default:steel_ingot', 'default:stick'}, {'', 'default:stick'}, } }) minetest.register_craft({ output = 'default:sword_wood', recipe = { {'default:wood'}, {'default:wood'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:sword_stone', recipe = { {'default:cobble'}, {'default:cobble'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:sword_steel', recipe = { {'default:steel_ingot'}, {'default:steel_ingot'}, {'default:stick'}, } }) minetest.register_craft({ output = 'default:rail 15', recipe = { {'default:steel_ingot', '', 'default:steel_ingot'}, {'default:steel_ingot', 'default:stick', 'default:steel_ingot'}, {'default:steel_ingot', '', 'default:steel_ingot'}, } }) minetest.register_craft({ output = 'default:chest', recipe = { {'default:wood', 'default:wood', 'default:wood'}, {'default:wood', '', 'default:wood'}, {'default:wood', 'default:wood', 'default:wood'}, } }) minetest.register_craft({ output = 'default:chest_locked', recipe = { {'default:wood', 'default:wood', 'default:wood'}, {'default:wood', 'default:steel_ingot', 'default:wood'}, {'default:wood', 'default:wood', 'default:wood'}, } }) minetest.register_craft({ output = 'default:furnace', recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'default:cobble', '', 'default:cobble'}, {'default:cobble', 'default:cobble', 'default:cobble'}, } }) minetest.register_craft({ output = 'default:steelblock', recipe = { {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'}, {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'}, {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'}, } }) minetest.register_craft({ output = 'default:sandstone', recipe = { {'default:sand', 'default:sand'}, {'default:sand', 'default:sand'}, } }) minetest.register_craft({ output = 'default:clay', recipe = { {'default:clay_lump', 'default:clay_lump'}, {'default:clay_lump', 'default:clay_lump'}, } }) minetest.register_craft({ output = 'default:brick', recipe = { {'default:clay_brick', 'default:clay_brick'}, {'default:clay_brick', 'default:clay_brick'}, } }) minetest.register_craft({ output = 'default:paper', recipe = { {'default:papyrus', 'default:papyrus', 'default:papyrus'}, } }) minetest.register_craft({ output = 'default:book', recipe = { {'default:paper'}, {'default:paper'}, {'default:paper'}, } }) minetest.register_craft({ output = 'default:bookshelf', recipe = { {'default:wood', 'default:wood', 'default:wood'}, {'default:book', 'default:book', 'default:book'}, {'default:wood', 'default:wood', 'default:wood'}, } }) minetest.register_craft({ output = 'default:ladder', recipe = { {'default:stick', '', 'default:stick'}, {'default:stick', 'default:stick', 'default:stick'}, {'default:stick', '', 'default:stick'}, } }) -- Tool repair minetest.register_craft({ type = "toolrepair", additional_wear = -0.02, }) -- -- Cooking recipes -- minetest.register_craft({ type = "cooking", output = "default:glass", recipe = "default:sand", }) minetest.register_craft({ type = "cooking", output = "default:coal_lump", recipe = "default:tree", }) minetest.register_craft({ type = "cooking", output = "default:stone", recipe = "default:cobble", }) minetest.register_craft({ type = "cooking", output = "default:steel_ingot", recipe = "default:iron_lump", }) minetest.register_craft({ type = "cooking", output = "default:clay_brick", recipe = "default:clay_lump", }) -- -- Fuels -- minetest.register_craft({ type = "fuel", recipe = "default:tree", burntime = 30, }) minetest.register_craft({ type = "fuel", recipe = "default:junglegrass", burntime = 2, }) minetest.register_craft({ type = "fuel", recipe = "default:leaves", burntime = 1, }) minetest.register_craft({ type = "fuel", recipe = "default:cactus", burntime = 15, }) minetest.register_craft({ type = "fuel", recipe = "default:papyrus", burntime = 1, }) minetest.register_craft({ type = "fuel", recipe = "default:bookshelf", burntime = 30, }) minetest.register_craft({ type = "fuel", recipe = "default:fence_wood", burntime = 15, }) minetest.register_craft({ type = "fuel", recipe = "default:ladder", burntime = 5, }) minetest.register_craft({ type = "fuel", recipe = "default:wood", burntime = 7, }) minetest.register_craft({ type = "fuel", recipe = "default:mese", burntime = 30, }) minetest.register_craft({ type = "fuel", recipe = "default:lava_source", burntime = 60, }) minetest.register_craft({ type = "fuel", recipe = "default:torch", burntime = 4, }) minetest.register_craft({ type = "fuel", recipe = "default:sign_wall", burntime = 10, }) minetest.register_craft({ type = "fuel", recipe = "default:chest", burntime = 30, }) minetest.register_craft({ type = "fuel", recipe = "default:chest_locked", burntime = 30, }) minetest.register_craft({ type = "fuel", recipe = "default:nyancat", burntime = 1, }) minetest.register_craft({ type = "fuel", recipe = "default:nyancat_rainbow", burntime = 1, }) minetest.register_craft({ type = "fuel", recipe = "default:sapling", burntime = 10, }) minetest.register_craft({ type = "fuel", recipe = "default:apple", burntime = 3, }) minetest.register_craft({ type = "fuel", recipe = "default:coal_lump", burntime = 40, }) -- -- Node definitions -- -- Default node sounds function default.node_sound_defaults(table) table = table or {} table.footstep = table.footstep or {name="", gain=1.0} table.dug = table.dug or {name="default_dug_node", gain=1.0} return table end function default.node_sound_stone_defaults(table) table = table or {} table.footstep = table.footstep or {name="default_hard_footstep", gain=0.2} default.node_sound_defaults(table) return table end function default.node_sound_dirt_defaults(table) table = table or {} table.footstep = table.footstep or {name="", gain=0.5} --table.dug = table.dug or -- {name="default_dirt_break", gain=0.5} table.place = table.place or {name="default_grass_footstep", gain=0.5} default.node_sound_defaults(table) return table end function default.node_sound_sand_defaults(table) table = table or {} table.footstep = table.footstep or {name="default_grass_footstep", gain=0.25} --table.dug = table.dug or -- {name="default_dirt_break", gain=0.25} table.dug = table.dug or {name="", gain=0.25} default.node_sound_defaults(table) return table end function default.node_sound_wood_defaults(table) table = table or {} table.footstep = table.footstep or {name="default_hard_footstep", gain=0.3} default.node_sound_defaults(table) return table end function default.node_sound_leaves_defaults(table) table = table or {} table.footstep = table.footstep or {name="default_grass_footstep", gain=0.25} table.dig = table.dig or {name="default_dig_crumbly", gain=0.4} table.dug = table.dug or {name="", gain=1.0} default.node_sound_defaults(table) return table end function default.node_sound_glass_defaults(table) table = table or {} table.footstep = table.footstep or {name="default_stone_footstep", gain=0.25} table.dug = table.dug or {name="default_break_glass", gain=1.0} default.node_sound_defaults(table) return table end -- Register nodes minetest.register_node("default:stone", { description = "Stone", tiles ={"default_stone.png"}, groups = {cracky=3}, drop = 'default:cobble', legacy_mineral = true, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:stone_with_coal", { description = "Stone with coal", tiles ={"default_stone.png^default_mineral_coal.png"}, groups = {cracky=3}, drop = 'default:coal_lump', sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:stone_with_iron", { description = "Stone with iron", tiles ={"default_stone.png^default_mineral_iron.png"}, groups = {cracky=3}, drop = 'default:iron_lump', sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:dirt_with_grass", { description = "Dirt with grass", tiles ={"default_grass.png", "default_dirt.png", {name = "default_dirt.png^default_grass_side.png", tileable_vertical = false}}, groups = {crumbly=3, soil=1}, drop = 'default:dirt', sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.4}, }), }) minetest.register_node("default:dirt_with_grass_footsteps", { description = "Dirt with grass and footsteps", tiles ={"default_grass_footsteps.png", "default_dirt.png", {name = "default_dirt.png^default_grass_side.png", tileable_vertical = false}}, groups = {crumbly=3, soil=1}, drop = 'default:dirt', sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.4}, }), }) minetest.register_node("default:dirt", { description = "Dirt", tiles ={"default_dirt.png"}, groups = {crumbly=3, soil=1}, sounds = default.node_sound_dirt_defaults(), }) minetest.register_node("default:sand", { description = "Sand", tiles ={"default_sand.png"}, groups = {crumbly=3, falling_node=1}, sounds = default.node_sound_sand_defaults(), }) minetest.register_node("default:gravel", { description = "Gravel", tiles ={"default_gravel.png"}, groups = {crumbly=2, falling_node=1}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_gravel_footstep", gain=0.45}, }), }) minetest.register_node("default:sandstone", { description = "Sandstone", tiles ={"default_sandstone.png"}, groups = {crumbly=2,cracky=2}, drop = 'default:sand', sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:clay", { description = "Clay", tiles ={"default_clay.png"}, groups = {crumbly=3}, drop = 'default:clay_lump 4', sounds = default.node_sound_dirt_defaults({ footstep = "", }), }) minetest.register_node("default:brick", { description = "Brick", tiles ={"default_brick.png"}, is_ground_content = false, groups = {cracky=3}, drop = 'default:clay_brick 4', sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:tree", { description = "Tree", tiles ={"default_tree_top.png", "default_tree_top.png", "default_tree.png"}, is_ground_content = false, groups = {snappy=2,choppy=2,oddly_breakable_by_hand=1}, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:junglegrass", { description = "Jungle Grass", drawtype = "plantlike", visual_scale = 1.3, tiles ={"default_junglegrass.png"}, inventory_image = "default_junglegrass.png", wield_image = "default_junglegrass.png", paramtype = "light", walkable = false, groups = {snappy=3,attached_node=1}, sounds = default.node_sound_leaves_defaults(), }) minetest.register_node("default:leaves", { description = "Leaves", drawtype = "allfaces_optional", visual_scale = 1.3, tiles ={"default_leaves.png"}, paramtype = "light", is_ground_content = false, groups = {snappy=3}, drop = { max_items = 1, items = { { -- player will get sapling with 1/20 chance items = {'default:sapling'}, rarity = 20, }, { -- player will get leaves only if he get no saplings, -- this is because max_items is 1 items = {'default:leaves'}, } } }, sounds = default.node_sound_leaves_defaults(), }) minetest.register_node("default:cactus", { description = "Cactus", tiles ={"default_cactus_top.png", "default_cactus_top.png", "default_cactus_side.png"}, groups = {snappy=2,choppy=3}, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:papyrus", { description = "Papyrus", drawtype = "plantlike", tiles ={"default_papyrus.png"}, inventory_image = "default_papyrus.png", wield_image = "default_papyrus.png", paramtype = "light", walkable = false, groups = {snappy=3}, sounds = default.node_sound_leaves_defaults(), }) minetest.register_node("default:bookshelf", { description = "Bookshelf", tiles ={"default_wood.png", "default_wood.png", "default_bookshelf.png"}, is_ground_content = false, groups = {snappy=2,choppy=3,oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:glass", { description = "Glass", drawtype = "glasslike", tiles ={"default_glass.png"}, paramtype = "light", is_ground_content = false, sunlight_propagates = true, groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, sounds = default.node_sound_glass_defaults(), }) minetest.register_node("default:fence_wood", { description = "Wooden Fence", drawtype = "fencelike", tiles ={"default_wood.png"}, inventory_image = "default_fence.png", wield_image = "default_fence.png", paramtype = "light", is_ground_content = false, selection_box = { type = "fixed", fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7}, }, groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:rail", { description = "Rail", drawtype = "raillike", tiles ={"default_rail.png", "default_rail_curved.png", "default_rail_t_junction.png", "default_rail_crossing.png"}, inventory_image = "default_rail.png", wield_image = "default_rail.png", paramtype = "light", is_ground_content = false, walkable = false, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, groups = {bendy=2,snappy=1,dig_immediate=2}, }) minetest.register_node("default:ladder", { description = "Ladder", drawtype = "signlike", tiles ={"default_ladder.png"}, inventory_image = "default_ladder.png", wield_image = "default_ladder.png", paramtype = "light", paramtype2 = "wallmounted", is_ground_content = false, walkable = false, climbable = true, selection_box = { type = "wallmounted", --wall_top = = <default> --wall_bottom = = <default> --wall_side = = <default> }, groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3}, legacy_wallmounted = true, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:wood", { description = "Wood", tiles ={"default_wood.png"}, is_ground_content = false, groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:mese", { description = "Mese", tiles ={"default_mese.png"}, groups = {cracky=1,level=2}, sounds = default.node_sound_defaults(), }) minetest.register_node("default:cloud", { description = "Cloud", tiles ={"default_cloud.png"}, is_ground_content = false, sounds = default.node_sound_defaults(), }) minetest.register_node("default:water_flowing", { description = "Water (flowing)", drawtype = "flowingliquid", tiles = {"default_water.png"}, special_tiles = { {name = "default_water.png", backface_culling = false}, {name = "default_water.png", backface_culling = true}, }, alpha = WATER_ALPHA, paramtype = "light", paramtype2 = "flowingliquid", walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drop = "", drowning = 1, liquidtype = "flowing", liquid_alternative_flowing = "default:water_flowing", liquid_alternative_source = "default:water_source", liquid_viscosity = WATER_VISC, post_effect_color = {a = 64, r = 100, g = 100, b = 200}, groups = {water = 3, liquid = 3}, }) minetest.register_node("default:water_source", { description = "Water", drawtype = "liquid", tiles = {"default_water.png"}, special_tiles = { -- New-style water source material (mostly unused) {name = "default_water.png", backface_culling = false}, }, alpha = WATER_ALPHA, paramtype = "light", walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drop = "", drowning = 1, liquidtype = "source", liquid_alternative_flowing = "default:water_flowing", liquid_alternative_source = "default:water_source", liquid_viscosity = WATER_VISC, post_effect_color = {a = 64, r = 100, g = 100, b = 200}, groups = {water = 3, liquid = 3}, }) minetest.register_node("default:river_water_source", { description = "River Water Source", drawtype = "liquid", tiles = {"default_river_water.png"}, special_tiles = { -- New-style water source material (mostly unused) {name = "default_river_water.png", backface_culling = false}, }, alpha = 160, paramtype = "light", walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drop = "", drowning = 1, liquidtype = "source", liquid_alternative_flowing = "default:river_water_flowing", liquid_alternative_source = "default:river_water_source", liquid_viscosity = 1, liquid_renewable = false, liquid_range = 2, post_effect_color = {a = 103, r = 30, g = 76, b = 90}, groups = {water = 3, liquid = 3, puts_out_fire = 1, cools_lava = 1}, }) minetest.register_node("default:river_water_flowing", { description = "Flowing River Water", drawtype = "flowingliquid", tiles = {"default_river_water.png"}, special_tiles = { {name = "default_river_water.png", backface_culling = false}, {name = "default_river_water.png", backface_culling = true}, }, alpha = 160, paramtype = "light", paramtype2 = "flowingliquid", walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drop = "", drowning = 1, liquidtype = "flowing", liquid_alternative_flowing = "default:river_water_flowing", liquid_alternative_source = "default:river_water_source", liquid_viscosity = 1, liquid_renewable = false, liquid_range = 2, post_effect_color = {a = 103, r = 30, g = 76, b = 90}, groups = {water = 3, liquid = 3, puts_out_fire = 1, not_in_creative_inventory = 1, cools_lava = 1}, }) minetest.register_node("default:lava_flowing", { description = "Lava (flowing)", inventory_image = minetest.inventorycube("default_lava.png"), drawtype = "flowingliquid", tiles ={"default_lava.png"}, special_tiles = { { image="default_lava_flowing_animated.png", backface_culling=false, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.3} }, { image="default_lava_flowing_animated.png", backface_culling=true, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.3} }, }, paramtype = "light", light_source = LIGHT_MAX - 1, walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drowning = 1, liquidtype = "flowing", liquid_alternative_flowing = "default:lava_flowing", liquid_alternative_source = "default:lava_source", liquid_viscosity = LAVA_VISC, damage_per_second = 4*2, post_effect_color = {a=192, r=255, g=64, b=0}, groups = {lava=3, liquid=2, hot=3}, }) minetest.register_node("default:lava_source", { description = "Lava", inventory_image = minetest.inventorycube("default_lava.png"), drawtype = "liquid", --tiles ={"default_lava.png"}, tiles = { { name = "default_lava_source_animated.png", animation = {type="sheet_2d", frames_w=3, frames_h=2, frame_length=0.5} } }, special_tiles = { -- New-style lava source material (mostly unused) {name="default_lava.png", backface_culling=false}, }, paramtype = "light", light_source = LIGHT_MAX - 1, walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, drowning = 1, liquidtype = "source", liquid_alternative_flowing = "default:lava_flowing", liquid_alternative_source = "default:lava_source", liquid_viscosity = LAVA_VISC, damage_per_second = 4*2, post_effect_color = {a=192, r=255, g=64, b=0}, groups = {lava=3, liquid=2, hot=3}, }) minetest.register_node("default:torch", { description = "Torch", drawtype = "torchlike", tiles ={"default_torch_on_floor.png", "default_torch_on_ceiling.png", "default_torch.png"}, inventory_image = "default_torch_on_floor.png", wield_image = "default_torch_on_floor.png", paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, is_ground_content = false, walkable = false, light_source = LIGHT_MAX-1, selection_box = { type = "wallmounted", wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1}, wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1}, wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1}, }, groups = {choppy=2,dig_immediate=3,attached_node=1}, legacy_wallmounted = true, sounds = default.node_sound_defaults(), }) minetest.register_node("default:sign_wall", { description = "Sign", drawtype = "signlike", tiles ={"default_sign_wall.png"}, inventory_image = "default_sign_wall.png", wield_image = "default_sign_wall.png", paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, is_ground_content = false, walkable = false, selection_box = { type = "wallmounted", --wall_top = <default> --wall_bottom = <default> --wall_side = <default> }, groups = {choppy=2,dig_immediate=2,attached_node=1}, legacy_wallmounted = true, sounds = default.node_sound_defaults(), on_construct = function(pos) --local n = minetest.get_node(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", "field[text;;${text}]") meta:set_string("infotext", "\"\"") end, on_receive_fields = function(pos, formname, fields, sender) --print("Sign at "..minetest.pos_to_string(pos).." got "..dump(fields)) local meta = minetest.get_meta(pos) fields.text = fields.text or "" print((sender:get_player_name() or "").." wrote \""..fields.text.. "\" to sign at "..minetest.pos_to_string(pos)) meta:set_string("text", fields.text) meta:set_string("infotext", '"'..fields.text..'"') end, }) minetest.register_node("default:chest", { description = "Chest", tiles ={"default_chest.png^[sheet:2x2:0,0", "default_chest.png^[sheet:2x2:0,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:0,1"}, paramtype2 = "facedir", groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, legacy_facedir_simple = true, is_ground_content = false, sounds = default.node_sound_wood_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,9]".. "list[current_name;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]" .. "listring[]") meta:set_string("infotext", "Chest") local inv = meta:get_inventory() inv:set_size("main", 8*4) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() return inv:is_empty("main") end, }) local function has_locked_chest_privilege(meta, player) if player:get_player_name() ~= meta:get_string("owner") then return false end return true end minetest.register_node("default:chest_locked", { description = "Locked Chest", tiles ={"default_chest.png^[sheet:2x2:0,0", "default_chest.png^[sheet:2x2:0,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:1,0", "default_chest.png^[sheet:2x2:1,1"}, paramtype2 = "facedir", groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, legacy_facedir_simple = true, is_ground_content = false, sounds = default.node_sound_wood_defaults(), after_place_node = function(pos, placer) local meta = minetest.get_meta(pos) local pname = placer and placer:get_player_name() or "" meta:set_string("owner", pname) meta:set_string("infotext", "Locked Chest (owned by ".. meta:get_string("owner")..")") end, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,9]".. "list[current_name;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]" .. "listring[]") meta:set_string("infotext", "Locked Chest") meta:set_string("owner", "") local inv = meta:get_inventory() inv:set_size("main", 8*4) -- this is not really the intended usage but works for testing purposes: meta:mark_as_private("owner") end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() return inv:is_empty("main") end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a locked chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return count end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a locked chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return stack:get_count() end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a locked chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return stack:get_count() end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) minetest.log("action", player:get_player_name().. " moves stuff in locked chest at "..minetest.pos_to_string(pos)) end, on_metadata_inventory_put = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name().. " moves stuff to locked chest at "..minetest.pos_to_string(pos)) end, on_metadata_inventory_take = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name().. " takes stuff from locked chest at "..minetest.pos_to_string(pos)) end, }) default.furnace_inactive_formspec = "size[8,9]".. "image[2,2;1,1;default_furnace_fire_bg.png]".. "list[current_name;fuel;2,3;1,1;]".. "list[current_name;src;2,1;1,1;]".. "list[current_name;dst;5,1;2,2;]".. "list[current_player;main;0,5;8,4;]" .. "listring[current_name;dst]" .. "listring[current_player;main]" .. "listring[current_name;src]" .. "listring[current_player;main]" minetest.register_node("default:furnace", { description = "Furnace", tiles ={"default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_front.png"}, paramtype2 = "facedir", groups = {cracky=2}, legacy_facedir_simple = true, is_ground_content = false, sounds = default.node_sound_stone_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", default.furnace_inactive_formspec) meta:set_string("infotext", "Furnace") local inv = meta:get_inventory() inv:set_size("fuel", 1) inv:set_size("src", 1) inv:set_size("dst", 4) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("fuel") then return false elseif not inv:is_empty("dst") then return false elseif not inv:is_empty("src") then return false end return true end, }) minetest.register_node("default:furnace_active", { description = "Furnace", tiles ={"default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_side.png", "default_furnace_front_active.png"}, paramtype2 = "facedir", light_source = 8, drop = "default:furnace", groups = {cracky=2}, legacy_facedir_simple = true, is_ground_content = false, sounds = default.node_sound_stone_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", default.furnace_inactive_formspec) meta:set_string("infotext", "Furnace"); local inv = meta:get_inventory() inv:set_size("fuel", 1) inv:set_size("src", 1) inv:set_size("dst", 4) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("fuel") then return false elseif not inv:is_empty("dst") then return false elseif not inv:is_empty("src") then return false end return true end, }) function swap_node(pos,name) local node = minetest.get_node(pos) if node.name == name then return end node.name = name minetest.swap_node(pos, node) end minetest.register_abm({ nodenames = {"default:furnace","default:furnace_active"}, interval = 1.0, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local meta = minetest.get_meta(pos) for i, name in ipairs({ "fuel_totaltime", "fuel_time", "src_totaltime", "src_time" }) do if meta:get_string(name) == "" then meta:set_float(name, 0.0) end end local inv = meta:get_inventory() local srclist = inv:get_list("src") local cooked = nil if srclist then cooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist}) end local was_active = false if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then was_active = true meta:set_float("fuel_time", meta:get_float("fuel_time") + 1) meta:set_float("src_time", meta:get_float("src_time") + 1) if cooked and cooked.item and meta:get_float("src_time") >= cooked.time then -- check if there's room for output in "dst" list if inv:room_for_item("dst",cooked.item) then -- Put result in "dst" list inv:add_item("dst", cooked.item) -- take stuff from "src" list srcstack = inv:get_stack("src", 1) srcstack:take_item() inv:set_stack("src", 1, srcstack) else print("Could not insert '"..cooked.item:to_string().."'") end meta:set_string("src_time", 0) end end if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then local percent = math.floor(meta:get_float("fuel_time") / meta:get_float("fuel_totaltime") * 100) meta:set_string("infotext","Furnace active: "..percent.."%") swap_node(pos,"default:furnace_active") meta:set_string("formspec", "size[8,9]".. "image[2,2;1,1;default_furnace_fire_bg.png^[lowpart:".. (100-percent)..":default_furnace_fire_fg.png]".. "list[current_name;fuel;2,3;1,1;]".. "list[current_name;src;2,1;1,1;]".. "list[current_name;dst;5,1;2,2;]".. "list[current_player;main;0,5;8,4;]" .. "listring[current_name;dst]" .. "listring[current_player;main]" .. "listring[current_name;src]" .. "listring[current_player;main]") return end local fuel = nil local cooked = nil local fuellist = inv:get_list("fuel") local srclist = inv:get_list("src") if srclist then cooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist}) end if fuellist then fuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist}) end if fuel.time <= 0 then meta:set_string("infotext","Furnace out of fuel") swap_node(pos,"default:furnace") meta:set_string("formspec", default.furnace_inactive_formspec) return end if cooked.item:is_empty() then if was_active then meta:set_string("infotext","Furnace is empty") swap_node(pos,"default:furnace") meta:set_string("formspec", default.furnace_inactive_formspec) end return end meta:set_string("fuel_totaltime", fuel.time) meta:set_string("fuel_time", 0) local stack = inv:get_stack("fuel", 1) stack:take_item() inv:set_stack("fuel", 1, stack) end, }) minetest.register_node("default:cobble", { description = "Cobble", tiles ={"default_cobble.png"}, is_ground_content = false, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:mossycobble", { description = "Mossy Cobble", tiles ={"default_mossycobble.png"}, is_ground_content = false, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:steelblock", { description = "Steel Block", tiles ={"default_steel_block.png"}, is_ground_content = false, groups = {snappy=1,bendy=2}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("default:nyancat", { description = "Nyancat", tiles ={"default_nc_side.png", "default_nc_side.png", "default_nc_side.png", "default_nc_side.png", "default_nc_back.png", "default_nc_front.png"}, inventory_image = "default_nc_front.png", paramtype2 = "facedir", groups = {cracky=2}, legacy_facedir_simple = true, is_ground_content = false, sounds = default.node_sound_defaults(), }) minetest.register_node("default:nyancat_rainbow", { description = "Nyancat Rainbow", tiles ={"default_nc_rb.png"}, inventory_image = "default_nc_rb.png", is_ground_content = false, groups = {cracky=2}, sounds = default.node_sound_defaults(), }) minetest.register_node("default:sapling", { description = "Sapling", drawtype = "plantlike", visual_scale = 1.0, tiles ={"default_sapling.png"}, inventory_image = "default_sapling.png", wield_image = "default_sapling.png", paramtype = "light", walkable = false, groups = {snappy=2,dig_immediate=3,attached_node=1}, sounds = default.node_sound_defaults(), }) minetest.register_node("default:apple", { description = "Apple", drawtype = "plantlike", visual_scale = 1.0, tiles ={"default_apple.png"}, inventory_image = "default_apple.png", paramtype = "light", is_ground_content = false, sunlight_propagates = true, walkable = false, groups = {fleshy=3,dig_immediate=3}, on_use = minetest.item_eat(4), sounds = default.node_sound_defaults(), }) -- -- Grow tree function -- local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_tree = minetest.get_content_id("default:tree") local c_leaves = minetest.get_content_id("default:leaves") local c_apple = minetest.get_content_id("default:apple") function default.grow_tree(data, a, pos, is_apple_tree, seed) --[[ NOTE: Tree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet ]]-- local pr = PseudoRandom(seed) local th = pr:next(4, 5) local x, y, z = pos.x, pos.y, pos.z for yy = y, y+th-1 do local vi = a:index(x, yy, z) if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then data[vi] = c_tree end end y = y+th-1 -- (x, y, z) is now last piece of trunk local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}} local leaves_buffer = {} -- Force leaves near the trunk local d = 1 for xi = -d, d do for yi = -d, d do for zi = -d, d do leaves_buffer[leaves_a:index(xi, yi, zi)] = true end end end -- Add leaves randomly for iii = 1, 8 do local d = 1 local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d) local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d) local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d) for xi = 0, d do for yi = 0, d do for zi = 0, d do leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true end end end end -- Add the leaves for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do if a:contains(x+xi, y+yi, z+zi) then local vi = a:index(x+xi, y+yi, z+zi) if data[vi] == c_air or data[vi] == c_ignore then if leaves_buffer[leaves_a:index(xi, yi, zi)] then if is_apple_tree and pr:next(1, 100) <= 10 then data[vi] = c_apple else data[vi] = c_leaves end end end end end end end end -- -- ABMs -- minetest.register_abm({ nodenames = {"default:sapling"}, interval = 10, chance = 50, action = function(pos, node) if minetest.get_item_group(minetest.get_node( {x = pos.x, y = pos.y - 1, z = pos.z}).name, "soil") == 0 then return end print("A sapling grows into a tree at "..minetest.pos_to_string(pos)) local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16}) local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp} local data = vm:get_data() default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000)) vm:set_data(data) vm:write_to_map(data) vm:update_map() end }) minetest.register_abm({ nodenames = {"default:dirt"}, interval = 2, chance = 200, action = function(pos, node) local above = {x=pos.x, y=pos.y+1, z=pos.z} local name = minetest.get_node(above).name local nodedef = minetest.registered_nodes[name] if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and nodedef.liquidtype == "none" and (minetest.get_node_light(above) or 0) >= 13 then if name == "default:snow" or name == "default:snowblock" then minetest.set_node(pos, {name = "default:dirt_with_snow"}) else minetest.set_node(pos, {name = "default:dirt_with_grass"}) end end end }) minetest.register_abm({ nodenames = {"default:dirt_with_grass"}, interval = 2, chance = 20, action = function(pos, node) local above = {x=pos.x, y=pos.y+1, z=pos.z} local name = minetest.get_node(above).name local nodedef = minetest.registered_nodes[name] if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or nodedef.paramtype == "light") and nodedef.liquidtype == "none") then minetest.set_node(pos, {name = "default:dirt"}) end end }) -- -- Crafting items -- minetest.register_craftitem("default:stick", { description = "Stick", inventory_image = "default_stick.png", }) minetest.register_craftitem("default:paper", { description = "Paper", inventory_image = "default_paper.png", }) minetest.register_craftitem("default:book", { description = "Book", inventory_image = "default_book.png", }) minetest.register_craftitem("default:coal_lump", { description = "Lump of coal", inventory_image = "default_coal_lump.png", }) minetest.register_craftitem("default:iron_lump", { description = "Lump of iron", inventory_image = "default_iron_lump.png", }) minetest.register_craftitem("default:clay_lump", { description = "Lump of clay", inventory_image = "default_clay_lump.png", }) minetest.register_craftitem("default:steel_ingot", { description = "Steel ingot", inventory_image = "default_steel_ingot.png", }) minetest.register_craftitem("default:clay_brick", { description = "Clay brick", inventory_image = "default_steel_ingot.png", inventory_image = "default_clay_brick.png", }) minetest.register_craftitem("default:scorched_stuff", { description = "Scorched stuff", inventory_image = "default_scorched_stuff.png", }) -- -- Support old code -- function default.spawn_falling_node(p, nodename) spawn_falling_node(p, nodename) end -- Horrible crap to support old code -- Don't use this and never do what this does, it's completely wrong! -- (More specifically, the client and the C++ code doesn't get the group) function default.register_falling_node(nodename, texture) minetest.log("error", debug.traceback()) minetest.log('error', "WARNING: default.register_falling_node is deprecated") if minetest.registered_nodes[nodename] then minetest.registered_nodes[nodename].groups.falling_node = 1 end end -- -- Global callbacks -- -- Global environment step function function on_step(dtime) -- print("on_step") end minetest.register_globalstep(on_step) function on_placenode(p, node) --print("on_placenode") end minetest.register_on_placenode(on_placenode) function on_dignode(p, node) --print("on_dignode") end minetest.register_on_dignode(on_dignode) function on_punchnode(p, node) end minetest.register_on_punchnode(on_punchnode) -- -- Test some things -- local function test_get_craft_result() minetest.log("info", "test_get_craft_result()") -- normal local input = { method = "normal", width = 2, items = {"", "default:coal_lump", "", "default:stick"} } minetest.log("info", "torch crafting input: "..dump(input)) local output, decremented_input = minetest.get_craft_result(input) minetest.log("info", "torch crafting output: "..dump(output)) minetest.log("info", "torch crafting decremented input: "..dump(decremented_input)) assert(output.item) minetest.log("info", "torch crafting output.item:to_table(): "..dump(output.item:to_table())) assert(output.item:get_name() == "default:torch") assert(output.item:get_count() == 4) -- fuel local input = { method = "fuel", width = 1, items = {"default:coal_lump"} } minetest.log("info", "coal fuel input: "..dump(input)) local output, decremented_input = minetest.get_craft_result(input) minetest.log("info", "coal fuel output: "..dump(output)) minetest.log("info", "coal fuel decremented input: "..dump(decremented_input)) assert(output.time) assert(output.time > 0) -- cook local input = { method = "cooking", width = 1, items = {"default:cobble"} } minetest.log("info", "cobble cooking input: "..dump(output)) local output, decremented_input = minetest.get_craft_result(input) minetest.log("info", "cobble cooking output: "..dump(output)) minetest.log("info", "cobble cooking decremented input: "..dump(decremented_input)) assert(output.time) assert(output.time > 0) assert(output.item) minetest.log("info", "cobble cooking output.item:to_table(): "..dump(output.item:to_table())) assert(output.item:get_name() == "default:stone") assert(output.item:get_count() == 1) end test_get_craft_result() -- -- Done, print some random stuff -- --print("minetest.registered_entities:") --dump2(minetest.registered_entities) -- END
pgimeno/minetest
games/minimal/mods/default/init.lua
Lua
mit
50,225
-- -- Aliases for map generator outputs -- minetest.register_alias("mapgen_stone", "default:stone") minetest.register_alias("mapgen_dirt", "default:dirt") minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass") minetest.register_alias("mapgen_sand", "default:sand") minetest.register_alias("mapgen_water_source", "default:water_source") minetest.register_alias("mapgen_river_water_source", "default:river_water_source") minetest.register_alias("mapgen_lava_source", "default:lava_source") minetest.register_alias("mapgen_gravel", "default:gravel") minetest.register_alias("mapgen_tree", "default:tree") minetest.register_alias("mapgen_leaves", "default:leaves") minetest.register_alias("mapgen_apple", "default:apple") minetest.register_alias("mapgen_junglegrass", "default:junglegrass") minetest.register_alias("mapgen_cobble", "default:cobble") minetest.register_alias("mapgen_stair_cobble", "stairs:stair_cobble") minetest.register_alias("mapgen_mossycobble", "default:mossycobble") -- -- Ore generation -- -- Blob ore first to avoid other ores inside blobs minetest.register_ore({ ore_type = "blob", ore = "default:clay", wherein = {"default:sand"}, clust_scarcity = 24*24*24, clust_size = 7, y_min = -15, y_max = 0, noise_threshold = 0, noise_params = { offset=0.35, scale=0.2, spread={x=5, y=5, z=5}, seed=-316, octaves=1, persist=0.5 }, }) minetest.register_ore({ ore_type = "scatter", ore = "default:stone_with_coal", wherein = "default:stone", clust_scarcity = 8*8*8, clust_num_ores = 8, clust_size = 3, y_min = -31000, y_max = 64, }) minetest.register_ore({ ore_type = "scatter", ore = "default:stone_with_iron", wherein = "default:stone", clust_scarcity = 12*12*12, clust_num_ores = 3, clust_size = 2, y_min = -15, y_max = 2, }) minetest.register_ore({ ore_type = "scatter", ore = "default:stone_with_iron", wherein = "default:stone", clust_scarcity = 9*9*9, clust_num_ores = 5, clust_size = 3, y_min = -63, y_max = -16, }) minetest.register_ore({ ore_type = "scatter", ore = "default:stone_with_iron", wherein = "default:stone", clust_scarcity = 7*7*7, clust_num_ores = 5, clust_size = 3, y_min = -31000, y_max = -64, }) -- -- Register biomes for biome API -- minetest.clear_registered_biomes() minetest.clear_registered_decorations() minetest.register_biome({ name = "default:grassland", --node_dust = "", node_top = "default:dirt_with_grass", depth_top = 1, node_filler = "default:dirt", depth_filler = 1, --node_stone = "", --node_water_top = "", --depth_water_top = , --node_water = "", y_min = 5, y_max = 31000, heat_point = 50, humidity_point = 50, }) minetest.register_biome({ name = "default:grassland_ocean", --node_dust = "", node_top = "default:sand", depth_top = 1, node_filler = "default:sand", depth_filler = 2, --node_stone = "", --node_water_top = "", --depth_water_top = , --node_water = "", y_min = -31000, y_max = 4, heat_point = 50, humidity_point = 50, })
pgimeno/minetest
games/minimal/mods/default/mapgen.lua
Lua
mit
3,261
name = default description = Minimal default, adds basic nodes
pgimeno/minetest
games/minimal/mods/default/mod.conf
INI
mit
63