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Add some missing getter functions to the lua API

ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
This commit is contained in:
TeTpaAka 2015-05-26 14:10:08 +02:00 committed by est31
parent 990a96578f
commit c0335f7d13
17 changed files with 665 additions and 8 deletions

View file

@ -1932,6 +1932,7 @@ and `minetest.auth_reload` call the authetification handler.
* `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
* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
* `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects")
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
@ -1950,6 +1951,7 @@ and `minetest.auth_reload` call the authetification handler.
* 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.
@ -2412,17 +2414,22 @@ This is basically a reference to a C++ `ServerActiveObject`
* `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({x=1,y=1}, frame_speed=15, frame_blend=0)`
* `get_animation()`: returns range, frame_speed and frame_blend
* `set_attach(parent, bone, position, rotation)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}`
* `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
##### LuaEntitySAO-only (no-op for other objects)
@ -2468,6 +2475,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `gravity`: multiplier to default gravity value (default: `1`)
* `sneak`: whether player can sneak (default: `true`)
* `sneak_glitch`: whether player can use the sneak glitch (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
@ -2482,10 +2490,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
* `count`: number of items, must be between `1` and `23`
* `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
* `hud_replace_builtin(name, hud_definition)`
* replace definition of a builtin hud element
* `name`: `"breath"` or `"health"`
@ -2498,10 +2509,12 @@ This is basically a reference to a C++ `ServerActiveObject`
* `"plain"`: Uses 0 textures, `bgcolor` used
* **Note**: currently does not work directly in `on_joinplayer`; use
`minetest.after(0)` in there.
* `get_sky()`: returns bgcolor, type and a table with the textures
* `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
* `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
* `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
@ -2510,10 +2523,11 @@ This is basically a reference to a C++ `ServerActiveObject`
{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
* `get_nametag_attributes()`
* returns a table with the attributes of the nametag of the player
* {