VoxeLibre/mods/ITEMS/mcl_chests/API.md
teknomunk b582afeb1f Update documentation for Minetest rename to Luanti (#4706)
This updates the VoxeLibre documentation by replacing "Minetest" with "Luanti" and updating links.

Done:
* Update "Minetest" in documentation and comments to "Luanti"
* Update links to forums, ContentDB and Luanti project web page

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4706
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: teknomunk <teknomunk@protonmail.com>
Co-committed-by: teknomunk <teknomunk@protonmail.com>
2024-11-28 20:55:48 +01:00

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mcl_chests API

When reading through this documentation, please keep in mind that the chest animations are achieved by giving each chest node an entity, as Luanti (as of 5.8.1) doesn't support giving nodes animated meshes, only static ones.

Because of that, a lot of parameters passed through the exposed functions are related to nodes and entities.

Please refer to the Luanti documentation and code comments in api.lua.

mcl_chests.register_chest(basename, definition)

This function allows for simple chest registration, used by both regular and trapped chests.

  • basename is a string that will be concatenated to form full nodenames for chests, for example "mcl_chests:basename_small".
  • definition is a key-value table, with the following fields:
{
    desc = S("Stone Chest"),
    -- Equivalent to `description` field of Item/Node definition.
    -- Will be shown as chest's name in the inventory.

    title = {
        small = S("Stone Chest") -- the same as `desc` if not specified
        double = S("Large Stone Chest") -- defaults to `"Large " .. desc`
    }
    -- These will be shown when opening the chest (in formspecs).

    longdesc = S(
        "Stone Chests are containers which provide 27 inventory slots. Stone Chests can be turned into" ..
        "large stone chests with double the capacity by placing two stone chests next to each other."
    ),
    usagehelp = S("To access its inventory, rightclick it. When broken, the items will drop out."),
    tt_help = S("27 inventory slots") .. "\n" .. S("Can be combined to a large stone chest"),
    -- Equivalent to `_doc_items_longdesc`, `_doc_items_usagehelp` and
    -- `_tt_help` fields of Item/Node definition. Shown in the tooltip and wiki.

    tiles = { 
        small = { "vl_stone_chests_small.png" },
        double = { "vl_stone_chests_double.png" },
        inv = {
            "vl_stone_chests_top.png",
            "vl_stone_chests_bottom.png",
            "vl_stone_chests_right.png",
            "vl_stone_chests_left.png",
            "vl_stone_chests_back.png",
            "vl_stone_chests_front.png"
        },
    },
    -- `small` and `double` fields contain the textures that will be applied to
    -- chest entities.
    -- `inv` field contains table of textures (6 in total, for each cube side),
    -- that will be used to render the chest "node" in the inventory.

    groups = {
        pickaxey = 1,
        stone = 1,
        material_stone = 1,
    },
    -- Equivalent to `groups` field of Item/Node definition. There is some table
    -- merging occuring internally, but it is purely for entity rendering.

    sounds = { 
        mcl_sounds.node_sound_stone_defaults(), -- defaults to `nil`
        "vl_stone_chests_sound" -- defaults to `"default_chest"`
    },
    -- First value is equivalent to `sounds` field of Item/Node definition.
    -- Second value is a sound prefix, from which the actual sounds will be
    -- concatenated (e.g. `vl_stone_chests_sound_open.ogg`). See `api.lua`.

    hardness = 4.0,
    -- Equivalent to `_mcl_blast_resistance` and `_mcl_hardness` fields of
    -- Item/Node definition. They are always equal for chests.

    hidden = false,
    -- Equivalent to `_doc_items_hidden` field of Item/Node definition.

    mesecons = { 
        receptor = { 
            state = mesecon.state.on,
            rules = mesecon.rules.pplate,
        },
    },
    -- Equivalent to `mesecons` field of Item/Node definition.

    on_rightclick = function(pos, node, clicker)
        mcl_util.deal_damage(clicker, 2)
    end,
    -- If provided, will be executed at the end of the actual `on_rightclick`
    -- function of the chest node.
    -- If `on_rightclick_left` or `on_rightclick_right` are not provided, this
    -- will also be what is executed for left and right double chest nodes,
    -- respectively.

    drop = "chest",
    -- If provided, the chest will not drop itself, but the item of the chest
    -- with that basename.

    canonical_basename = "chest",
    -- If provided, the chest will turn into chest with that basename in
    -- `on_construct`.
}

For usage examples, see chests.lua and example.lua.

mcl_chests.create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)

This function creates a chest entity based on the parameters:

  • pos is the position vector.
  • node_name is a string used in initialization data for the entity.
  • textures is the entity textures.
  • param2 is a node param2, which then will be converted to entity direction.
  • double is a boolean value for whether the chest is double or not.
  • sound_prefix is a string, from which the actual sounds for the entity will be concatenated.
  • mesh_prefix is the same thing as sound_prefix, but for meshes.
  • animation_type is a string that will be used in set_animation method of chest entity.
  • dir and entity_pos are number and vector values used to get entity info.

Returned value is either a luaentity, or nil if failed (in which case a warning message gets written into the console).

mcl_chests.find_or_create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)

This function finds an existing entity, or creates one if failed. Parameters:

  • pos is the position vector.
  • node_name is a string used in initialization data for the entity.
  • textures is the entity textures.
  • param2 is a node param2, which then will be converted to entity direction.
  • double is a boolean value for whether the chest is double or not.
  • sound_prefix is a string, from which the actual sounds for the entity will be concatenated.
  • mesh_prefix is the same thing as sound_prefix, but for meshes.
  • animation_type is a string that will be used in set_animation method of chest entity.
  • dir and entity_pos are number and vector values used to get entity info.

Returned value is either a luaentity, or nil if failed (in which case a warning message gets written into the console).

mcl_chests.select_and_spawn_entity(pos, node)

This function is a simple wrapper for mcl_chests.find_or_create_entity, getting most of the fields from node definition.

  • pos is the position vector.
  • node is a NodeRef.

Returned value is either a luaentity, or nil if failed (in which case a warning message gets written into the console).

mcl_chests.no_rotate

This function is equivalent to screwdriver.disallow and is used when a chest can't be rotated, and is applied in on_rotate field of Node definition.

mcl_chests.simple_rotate(pos, node, user, mode, new_param2)

This function allows for simple rotation with the entity being affected as well, and is applied in on_rotate field of Node definition.

mcl_chests.open_chests

This table contains all currently open chests, indexed by player name.

nil if player is not using a chest, and { pos = <chest node position> } otherwise (where position is a vector value).

mcl_chests.protection_check_move(pos, from_list, from_index, to_list, to_index, count, player)

This function is called in allow_metadata_inventory_move field of Node definition.

mcl_chests.protection_check_put_take(pos, listname, index, stack, player)

This function is called in allow_metadata_inventory_put and allow_metadata_inventory_take fields of Node definition.

mcl_chests.player_chest_open(player, pos, node_name, textures, param2, double, sound, mesh, shulker)

This function opens a chest based on the parameters:

  • player is an ObjectRef.
  • pos is the position vector.
  • node_name is a string used in initialization data for the entity.
  • textures is the entity textures.
  • param2 is a node param2, which then will be converted to entity direction.
  • double is a boolean value for whether the chest is double or not.
  • sound is a prefix string, from which the actual sounds for the entity will be concatenated.
  • mesh is the same thing as sound, but for meshes.
  • shulker is a boolean value for whether the chest is a shulker or not.

mcl_chests.player_chest_close(player)

This function has to be called when a player closes a chest.

  • player is an ObjectRef.

mcl_chests.chest_update_after_close(pos)

This function is called when a chest is closed by player_chest_close.

  • pos is the chest's position vector.

mcl_chests.is_not_shulker_box(stack)

This function checks for whether stack is a shulker box, and returns false if it is. Used internally to disallow putting shulker boxes into shulker boxes.

  • stack is an ItemStack.