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364 lines
16 KiB
Markdown
364 lines
16 KiB
Markdown
# API documentation for `doc_items`
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## Introduction
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This document explains the API of `doc_items`. It contains a reference of
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all functions.
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## Quick start
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The most common use case for using this API requires only to set some
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hand-written help texts for your items.
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The preferred way is to add the following optional fields to the
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item definition when using `minetest.register_node`, etc.:
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* `_doc_items_longdesc`: Long description of this item.
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Describe here what this item is, what it is for, its purpose, etc.
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* `_doc_items_usagehelp`: Description of *how* this item can be used.
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Only set this if needed, e.g. standard mining tools don't need this.
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Example:
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minetest.register_node("example:dice", {
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description = "Dice",
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_doc_items_longdesc = "A decorative dice which shows the numbers 1-6 on its sides.",
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_doc_items_usagehelp = "Right-click the dice to roll it.",
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tiles = { "example_dice.png" },
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is_ground_content = false,
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--[[ and so on … ]]
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})
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When using this method, your mod does not need additional dependencies.
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See below for some recommendations on writing good help texts.
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If you need more customization, read ahead. ;-)
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## New item fields
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This mod adds support for new fields of the item definition. They allow for
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easy and quick manipulation of the item help entries. All fields are optional.
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* `_doc_items_longdesc`: Long description
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* `_doc_items_usagehelp`: Usage help
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* `_doc_items_image`: Entry image (default: inventory image)
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* `_doc_items_hidden`: Whether entry is hidden (default: `false` for air and hand, `true` for everything else)
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* `_doc_items_create_entry`: Whether to create an entry for this item (default: `true`)
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* `_doc_items_entry_name`: The title of the entry. By default, this is the same as the `description` field
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of the item. This field is required if the `description` is empty
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* `_doc_items_durability`: This field is for describing how long a tool can be used before it breaks. Choose one data type:
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* It it is a `number`: Fixed number of uses before it breaks
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* If it is a `string`: Free-form text which explains how the durability works. Try to keep it short and only use it if the other types won't work
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A full explanation of these fields is provided below.
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## Concepts
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This section explains the core concepts of an item help entry in-depth.
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### Factoids
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Basically, a factoid is usually a single sentence telling the player a specific
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fact about the item. The task of each factoid is to basically convert parts
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of the item definition to useful, readable, understandable text.
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Example: It's a fact that `default:sand` has the group `falling_node=1`.
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A factoid for this is basically just a simple conditional which puts the
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the sentence “This block is affected to gravity and can fall.” into the
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text if the node is member of said group.
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Factoids can be more complex than that. The factoid for node drops needs to
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account for different drop types and probabilities, etc.
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`doc_items` has many predefined factoids already. This includes all “special”
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groups (like `falling_node`), drops, mining capabilities, punch interval,
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and much more.
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Custom factoids can be added with `doc.sub.items.register_factoid`.
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The idea behind factoids is to generate as much information as possible
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automatically to reduce redundancy, inconsistencies and the workload of hand-
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written descriptions.
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### Long description and usage help
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Factoids are not always sufficient to describe an item. This is the case
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for facts where the item definition can not be used to automatically
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generate texts. Examples: Custom formspecs, ABMs, special tool action
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on right-click.
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That's where the long description and usage help comes into play.
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Those are two texts which are written manually for a specific item.
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Roughly, the long description is for describing **what** the item is, how it
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acts, what it is for. The usage help is for explaining **how** the
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item can be used. It is less important for standard mining tools and weapons.
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There is no hard length limit for the long description and the usage help.
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#### Recommendations for long description
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The long description should roughly contain the following info:
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* What the item does
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* What it is good for
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* How it may be generated in the world
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* Maybe some background info if you're in a funny mood
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* Notable information which doesn't fit elsewhere
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The description should normally **not** contain:
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* Information which is already covered by factoids, like digging groups,
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damage, group memberships, etc.
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* How the item can be used
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* Direct information about other items
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* Any other redundant information
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* Crafting recipes
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One exception from the rule may be for highlighting the most important
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purpose of a simple item, like that coal lumps are primarily used as fuel.
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Sometimes, a long description is not necessary because the item is already
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exhaustively explained by factoids.
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For very simple items, consider using one of the template texts (see below).
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Minimal style guide: Use complete sentences.
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#### Recommendations for usage help
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The usage help should only be set for items which are in some way special
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in their usage. Standard tools and weapons should never have an usage help.
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The rule of thumb is this: If a new player who already knows the Minetest
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basics, but not this item, will not directly know how to use this item,
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then the usage help should be added. If basic Minetest knowledge or
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existing factoids are completely sufficient, usage help should not be added.
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The recommendations for what not to put into the usage help is the same
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as for long descriptions.
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#### Template texts
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For your convenience, a few template texts are provided for common texts
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to avoid redundancy and to increase consistency for simple things. Read
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`init.lua` to see the actual texts.
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##### Long description
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* `doc.sub.items.temp.build`: For building blocks like the brick block in Minetest Game
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* `doc.sub.items.temp.deco`: For other decorational blocks.
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* `doc.sub.items.temp.craftitem`: For items solely or almost solely used for crafting
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##### Usage help
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* `doc.sub.items.temp.eat`: For eatable items using the `on_use=minetest.item_eat(1)` idiom
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* `doc.sub.items.temp.eat_bad`: Same as above, but eating them is considered a bad idea
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* `doc.sub.items.temp.rotate_node`: For nodes with `on_place=minetest.rotate_node`,
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explains placement and rotation
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### Entry creation
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By default, an entry for each item is added automatically, except for items
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without a description (`description == nil`). This behaviour can be changed
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on a per-item basis.
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By setting the item definition's field `_doc_items_create_entry` to `true`
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or `false`you can explicitly define whether this item should get its own
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entry.
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Suppressing an entry is useful for items which aren't supposed to be directly
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seen or obtained by the player or if they are only used for technical
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and/or internal purposes. Another possible reason to suppress an entry is
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to scrub the entry list of lots of very similar related items where the
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difference is too small to justify two separate entries (e.g.
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burning furnace vs inactive furnace, because the gameplay mechanics are
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identical for both).
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### Hidden entries
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Hidden entries are entries which are not visible in the list of entries. This
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concept directly comes from the Documentation System. The entry will still be
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created, it is just not selectable by normal means. Players might be able to
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“unlock” an entry later. Refer to the API documentation of the Documentation
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System to learn more.
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By default, all entries are hidden except air and the hand.
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To mark an entry as hidden, add the field `_doc_items_hidden=true` to its
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item definition. To make sure an entry is never hidden, add
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`_doc_items_hidden=false` instead (this rarely needs to be specified
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explicitly).
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### Hand and air
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The mod adds some default help texts for the hand and the air which are
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written in a way that they probably are true for most games out of the
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box, but especially the hand help text is kept intentionally vague.
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If you want to change these help texts or the entry names or other
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attributes, just add `_doc_items_*` fields to the item definition, either
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by re-defining or overwriting these items (e.g. with
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`minetest.override_item`).
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In the mod `doc_minetest_game`, the default hand help text is overwritten
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to explain the hand in more detail, especially the hand behaviour in
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Creative Mode.
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## Functions
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This is the reference of all available functions in this API.
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### `doc.sub.items.register_factoid(category_id, factoid_type, factoid_generator)`
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Add a custom factoid (see above) for the specified category.
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* `category_id`: The help category for which the factoid applies:
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* `"nodes"`: Blocks
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* `"tools"`: Tools and weapons
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* `"craftitems"`: Misc. items
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* `nil`: All of the above
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* `factoid_type`: Rough categorization of the factoid's content, used to
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optimize the final text display. This currently determines where in the
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entry text the factoid appears. Possible values:
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* For all items:
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* `"use"`: It's about using the item in some way (written right after the fixed usage help)
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* `"groups"`: Group-related factoid (very vague)
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* `"misc"`: Factoid doesn't fit anywhere else, is shown near the end
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* For nodes only:
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* `damage`: Related to player/mob damage or health
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* `movement`: Related to player movement on, in or at node
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* `sound`: Related to node sounds
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* `gravity`: Related to gravity (e.g. falling node)
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* `drop_destroy`: Related to node being destroyed or node dropping as an item
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* `light`: Related to node light (luminance)
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* `mining`: Related to mining
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* `drops`: Related to node drops
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* `factoid_generator`: A function which turns item definition into a string
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(see blow)
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#### `factoid_generator(itemstring, def)`
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`itemstring` is the itemstring of the item to be documented, and `def` is the
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complete item definition table (from Minetest).
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This function must return a helpful string which turns a part of the item's
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definition into an useful sentence or text. The text can contain newlines,
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but it must not end with a newline.
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This function must **always** return a string. If you don't want to add any text,
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return the empty string.
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Style guide: Try to use complete sentences and avoid too many newlines.
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#### Example
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This factoid will add the sentence “This block will extinguish nearby fire.”
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to all blocks which are member of the group `puts_out_fire`.
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doc.sub.items.register_factoid("nodes", "groups", function(itemstring, def)
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if def.groups.puts_out_fire ~= nil then
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return "This block will extinguish nearby fire."
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else
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return ""
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end
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end)
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### `doc.sub.items.disable_core_factoid(factoid_name)`
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This function removes a core (built-in) factoid entirely, its text will never be displayed in any
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entry then.
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#### Parameter
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`factoid_name` chooses the factoid you want to disable. The following core factoids can be disabled:
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* `"node_mining"`: Mining properties of nodes
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* `"tool_capabilities"`: Tool capabilities such as digging times
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* `"groups"`: Group memberships
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* `"fuel"`: How long the item burns as a fuel and if there's a leftover
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* `"itemstring"`: The itemstring
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* `"drops"`: Node drops
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* `"connects_to"`: Tells to which nodes the node connects to
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* `"light"`: Light and transparency information for nodes
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* `"drop_destroy"`: Information about when the node causes to create its “drop” and if it gets destroyed by flooding
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* `"gravity"`: Factoid for `falling_node` group
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* `"sounds"`: Infos about sound effects related to the item
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* `"node_damage"`: Direct damage and drowning damage caused by nodes
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* `"node_movement"`: Nodes affecting player movement
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* `"liquid"`: Liquid-related infos of a node
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* `"basics"`: Collection of many basic factoids: The custom help texts, pointability, collidability, range, stack size, `liquids_pointable`, “punches don't work as usual”. Be careful with this one!
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#### Background
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Normally, the core factoids are written in a very general-purpose style, so this function might
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not be needed at all. But it might be useful for games and mods which radically break with
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some of the underlying core assumptions in Minetest. For example, if your mod completely changes
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the digging system, the help texts provided by `doc_items` are probably incorrect, so you can
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disable `node_mining` and register a custom factoid as a replacement.
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Please do not use this function lightly because it touches the very core of `doc_items`. Try to
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understand a core factoid before you consider to disable it. If you think a core factoid is just
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broken or buggy in general, please file a bug instead.
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### `doc.sub.items.add_friendly_group_names(groupnames)`
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Use this function so set some more readable group names to show them
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in the formspec, since the internal group names are somewhat cryptic
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to players.
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`groupnames` is a table where the keys are the “internal” group names and
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the values are the group names which will be actually shown in the
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Documentation System.
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***Note***: This function is mostly there to work around a problem in
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Minetest as it does not support “friendly” group names, which means exposing
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groups to an interface is not pretty. Therefore, this function may be
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deprecated when Minetest supports such a thing.
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### `doc.sub.items.get_group_name(internal_group_name)`
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Returns the group name of the specified group as displayed by this mod.
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If the setting `doc_items_friendly_group_names` is `true`, this might
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return a “friendly” group name (see above). If no friendly group name
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exists, `internal_group_name` is returned.
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If `doc_items_friendly_group_names` is `false`, the argument is always
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returned.
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### `doc.sub.items.add_notable_groups(groupnames)`
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Add a list of groups you think are notable enough to be mentioned in the
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“This item belongs to the following groups: (…)” factoid. This factoid
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is intended to give a quick rundown of misc. groups which don't fit
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to other factoids, yet they are still somewhat relevant to gameplay.
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`groupnames` is a table of group names you wish to add.
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#### What groups should be added
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What is “notable” is subjective, but there are some guidelines:
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Do add a group if:
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* It is used in an ABM
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* It is used for a custom interaction with another item
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* It is simple enough for the player to know an item is member of this group
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* You want to refer to this group in help texts
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* The “don'ts” below don't apply
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Do not add a group if:
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* It is *only* used for crafting, `connects_to`, mining times or damage groups
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* A factoid covering this group already exists
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* The group membership itself requires an explanation (consider writing a factoid instead)
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* The group has no gameplay relevance
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* Group rating is important to gameplay (consider writing a factoid instead)
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Groups which are used for crafting or in the `connects_to` field of item
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definitions are already automatically added to this factoid.
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##### Examples for good additions
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* A group where its members can be placed in bookshelves.
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so this group meets the “custom interaction” criterion
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* `water` in Minetest Game: Used for water nodes in the obsidian ABM
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* `sand` in Minetest Game: Used for the cactus growth ABM, but also crafting.
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Since it is not *only* used for crafting, it is OK to be added
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##### Examples for bad additions
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* `stick` in Minetest Game: This group appears in many crafting recipes and
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has no other use. It is already added automatically
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* A group in which members turn into obsidian when they touch water (ABM):
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This group is not trivial and should be introduced in a factoid instead
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* `cracky` in Min
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* `dig_immediate`: This group is already covered by the default factoids of this
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mod
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## Groups interpretations
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Nodes which are technically a liquid will not be considered liquids by this mod
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if the group `fake_liquid=1` is used. Useful for stuff like cobwebs.
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## Dependencies
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If you only add the custom fields to your items, you do *not* need to depend
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on this mod. If you use anything else from this mod (e.g. a function), you
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probably *do* need to depend (optionally or mandatorily) on this mod.
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