Add API documentation, minor API cleanup

This commit is contained in:
teknomunk 2024-08-31 09:41:17 -05:00
parent 1665541a10
commit 394a08d506
3 changed files with 85 additions and 6 deletions

View file

@ -158,7 +158,7 @@ local arrow_entity = {
return true return true
end, end,
sounds = { sounds = {
on_entity_collision = function(self, _, _, obj) on_entity_collision = function(self, _, _, _, obj)
if obj:is_player() then if obj:is_player() then
return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true} return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true}
end end

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@ -0,0 +1,81 @@
# Projectiles API
## `vl_projectile.register(entity_name, def)`
Registers a projectile entity.
Arguments:
* `entity_name`: The name the entity will be refered to by the minetest engine
* `def`: Projectile defintion. Supports all fields that standard minetest entities support.
Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported
fields:
* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
that returns dynamic damange group information.
* `allow_punching`: will the projectile punch entities it collieds with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides two
behaviors: `vl_projectiles.collides_with_solids` and `vl_projectiles.collides_with_entities`
* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
three parameters for `minetest.play_sound()`. Supported sounds are:
* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
* `on_entity_collision`: played when the projectile collieds with another entity. May be a function of type
`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
`vl_projectile.collides_with_solids` in `behaviors` list.
* `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides with an entity. Requires
`vl_projectile.collides_with_entities` in `behaviors` list.
## `vl_projectile.update_projectile(self, dtime)`
Performs standard projectile update logic and runs projectile behaviors.
Arguments:
* `self`: The lua entity of the projectile to update
* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
parameter of the entity's `on_step(self, dtime)` callback.
## `vl_projectile.raycast_collides_with_entities(self, dtime, entity_def, projectile_def`
Performs collision detection of entities via a racast and then handles the collisions.
Arguments:
* `self`: The lua entity of the projectile to update
* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
parameter of the entity's `on_step(self, dtime)` callback.
* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
* `projectile_def`: Same as `entity_def._vl_projectile`
## `vl_projectile.create(entity_id, options)`
Creates a projectile and performs convenience initialization.
Arguments:
* `entity_id`: The name the entity as passed to `vl_projectile.register()`
* `options`: A table with optional parameters. Supported fields are:
* `dir`: direction the projectile is moving in
* `velocity`: scalar velocity amount
* `drag`: scalar resistence to velocity
* `owner`: passed thru unmodified
* `extra`: passed thru unmodified
## Custom Projectile Behaviors
The projectile API supports specifying the behaviors that a projectile will exhibit. There are two
standard behaviors provided with the API: `vl_projectile.collides_with_solids` and `vl_projectile.collides_with_entities`.
Custom behaviors can be provided by adding a function with the signature `function(self, dtime, entity_def, projectile_def)`
to the list of behaviors a projectile supports.
Arguments:
* `self`: The lua entity of the projectile
* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
parameter of the entity's `on_step(self, dtime)` callback.
* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
* `projectile_def`: Same as `entity_def._vl_projectile`

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@ -169,6 +169,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
-- Play sounds -- Play sounds
local sounds = projectile_def.sounds or {} local sounds = projectile_def.sounds or {}
local sound = sounds.on_solid_collision or sounds.on_collision local sound = sounds.on_solid_collision or sounds.on_collision
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "node", pos, node, node_def) end
if sound then if sound then
local arg2 = table.copy(sound[2]) local arg2 = table.copy(sound[2])
arg2.pos = pos arg2.pos = pos
@ -240,8 +241,8 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
-- Play sounds -- Play sounds
local sounds = (projectile_def.sounds or {}) local sounds = (projectile_def.sounds or {})
local sound = sounds.on_entity_collide or sounds.on_collision local sound = sounds.on_entity_collion or sounds.on_collision
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, entity) end if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", entity) end
if sound then if sound then
local arg2 = table.copy(sound[2]) local arg2 = table.copy(sound[2])
arg2.pos = pos arg2.pos = pos
@ -321,9 +322,6 @@ function mod.create(entity_id, options)
extra = options.extra, extra = options.extra,
} }
-- Make the update function easy to get to
luaentity.update_projectile = mod.update_projectile
-- And provide the caller with the created object -- And provide the caller with the created object
return obj return obj
end end