From 68f9263a24a345435d2310ab559ce8a811ef0427 Mon Sep 17 00:00:00 2001 From: Elias Fleckenstein Date: Wed, 13 May 2020 19:41:30 +0200 Subject: Hacked Client --- doc/client_lua_api.md | 1451 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1451 insertions(+) create mode 100644 doc/client_lua_api.md (limited to 'doc/client_lua_api.md') diff --git a/doc/client_lua_api.md b/doc/client_lua_api.md new file mode 100644 index 000000000..c24de8d85 --- /dev/null +++ b/doc/client_lua_api.md @@ -0,0 +1,1451 @@ +Minetest Lua Client Modding API Reference 5.2.0 +================================================ +* More information at +* Developer Wiki: + +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. + +In order to load client-side mods, the following conditions need to be satisfied: + +1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true` + +2) The client-side mod located in `$path_user/clientmods/` is added to + `$path_user/clientmods/mods.conf` as `load_mod_ = true`. + +Note: Depending on the remote server's settings, client-side mods might not +be loaded or have limited functionality. See setting `csm_restriction_flags` for reference. + +Paths +----- +* `RUN_IN_PLACE=1` (Windows release, local build) + * `$path_user`: `` + * `$path_share`: `` +* `RUN_IN_PLACE=0`: (Linux release) + * `$path_share`: + * Linux: `/usr/share/minetest` + * Windows: `/minetest-0.4.x` + * `$path_user`: + * Linux: `$HOME/.minetest` + * Windows: `C:/users//AppData/minetest` (maybe) + +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 +---------------- + +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 + │   ├── mod.conf + │   ├── init.lua + └── another + +### modname + +The location of this directory. + +### mod.conf + +An (optional) settings file that provides meta information about the mod. + +* `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. + +### `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. + +**NOTE**: Client mods currently can't provide and textures, sounds or models by +themselves. Any media referenced in function calls must already be loaded +(provided by mods that exist on the server). + +Naming convention for registered textual names +---------------------------------------------- +Registered names should generally be in this format: + + "modname:" ( can have characters a-zA-Z0-9_) + +This is to prevent conflicting names from corrupting maps and is +enforced by the mod loader. + +### 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: Connecting sounds 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 + } + -- Play connected to an object, looped + { + object = , + gain = 1.0, -- default + 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[,,]` +* Define the size of the menu in inventory slots +* `fixed_size`: `true`/`false` (optional) +* deprecated: `invsize[,;]` + +#### `container[,]` +* 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[;;,;,;]` +* Show an inventory list + +#### `list[;;,;,;]` +* Show an inventory list + +#### `listring[;]` +* 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[;]` + for the last two inventory lists added by list[...] + +#### `listcolors[;]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering + +#### `listcolors[;;]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering +* Sets color of slots border + +#### `listcolors[;;;;]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering +* Sets color of slots border +* Sets default background color of tooltips +* Sets default font color of tooltips + +#### `tooltip[;;,]` +* Adds tooltip for an element +* `` tooltip background color as `ColorString` (optional) +* `` tooltip font color as `ColorString` (optional) + +#### `image[,;,;]` +* Show an image +* Position and size units are inventory slots + +#### `item_image[,;,;]` +* Show an inventory image of registered item/node +* Position and size units are inventory slots + +#### `bgcolor[;]` +* Sets background color of formspec as `ColorString` +* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec) + +#### `background[,;,;]` +* Use a background. Inventory rectangles are not drawn then. +* Position and size units are inventory slots +* Example for formspec 8x4 in 16x resolution: image shall be sized + 8 times 16px times 4 times 16px. + +#### `background[,;,;;]` +* Use a background. Inventory rectangles are not drawn then. +* Position and size units are inventory slots +* Example for formspec 8x4 in 16x resolution: + image shall be sized 8 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[,;,;;