minetest-i4/API.md

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# API :screwdriver:
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### Table of Contents
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1. [**Tabs**](#tabs)
2. [**Footer buttons**](#footer-buttons)
3. [**Recipes**](#recipes)
4. [**Minitabs**](#minitabs)
5. [**Recipe filters**](#recipe-filters)
6. [**Search filters**](#search-filters)
7. [**Sorting methods**](#sorting-methods)
8. [**Item list compression**](#item-list-compression)
9. [**Waypoints**](#waypoints)
10. [**Miscellaneous**](#miscellaneous)
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---
### Tabs
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![Screenshot of the inventory with the below example tab in focus.](.res/api-tabs.png)
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#### `i4.new_tab(name, def)`
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- `name` is the tab name.
- `def` is the tab definition.
Custom tabs can be added to the `i4` inventory as follow (example):
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```Lua
i4.new_tab("stuff", {
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description = "Stuff",
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image = "speech_icon.png", -- Optional, add an image next to the tab description
slots = true, -- Optional, whether the inventory slots are shown or not. Disabled by default.
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--
-- The functions below are all optional
--
-- Determine if the tab is visible by a player, return false to hide the tab
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access = function(player, data)
local name = player:get_player_name()
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return name == "singleplayer"
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end,
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-- Build the formspec
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formspec = function(player, data, fs)
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fs("label", 3, 1, "Just a test")
fs"label[3,2;Lorem Ipsum]"
-- No need to return anything
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end,
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-- Events handling happens here
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fields = function(player, data, fields)
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if fields.mybutton then
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-- Do things
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end
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-- To prevent a formspec update, return false.
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-- Otherwise: no need to return anything, it's automatic.
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end,
})
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```
- `player` is an `ObjectRef` to the user.
- `data` are the user data.
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- `fs` is the formspec table which is callable with a metamethod. Every call adds a new entry.
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#### `i4.set_fs(player)`
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Update the current formspec.
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#### `i4.remove_tab(tabname)`
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Delete a tab by name.
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#### `i4.get_current_tab(player)`
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Return the current player tab. `player` is an `ObjectRef` to the user.
#### `i4.set_tab(player[, tabname])`
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Set the current tab by name. `player` is an `ObjectRef` to the user.
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`tabname` can be omitted to get an empty tab.
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#### `i4.override_tab(tabname, def)`
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Override a tab by name. `def` is the tab definition like seen in `i4.set_tab`
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#### `i4.tabs`
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A list of registered tabs.
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---
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### Footer buttons
![Screenshot of the inventory with the below example footer-button.](.res/api-footer_button.png)
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`i4.new_footer_button(name, def)`
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* `name` is the footer buttons name.
* `def` is the button defintion.
Custom footer buttons can be added beside the trash, sort, and settings buttons. For example:
```Lua
i4.new_footer_button("broadcast_msg", {
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description = "Broadcast message",
image = "speech_icon.png", -- Required, this is the buttons icon.
--
-- The functions below are all optional
--
-- Determine if the button is visible by a player, return false to hide the button.
access = function(player, data)
return true
end,
-- Build the formspec
formspec = function(player, data, fs)
-- Button style nicked from i4 directly.
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fs([[
style[send_msg_button,confirm_trash_no,set_home;noclip=true;font_size=16;
bgimg=i4_btn9.png;bgimg_hovered=i4_btn9_hovered.png;
bgimg_pressed=i4_btn9_pressed.png;bgimg_middle=4,6]
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]])
fs("image[5,10.65;3,0.5;i4_bg_goto.png]")
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fs("field[5,10.65;3,0.5;chat_msg_field;;]")
fs("button[8,10.65;1,0.5;send_msg_button;Send]")
-- No need to return anything
end,
-- Events handling happens here
fields = function(player, data, fields)
if fields.key_enter_field == "chat_msg_field" or fields.send_msg_button then
minetest.chat_send_all("Broadcast: " .. fields.chat_msg_field)
return false -- To close a footer buttons dialogue, return false.
end
return true -- To keep a footer button active, return true.
end,
})
```
#### `i4.remove_footer_button(button_name)`
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Delete a footer button by name.
#### `i4.override_footer_button(button_name, def)`
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Override a footer button by name. `def` is the button definition like seen in `i4.new_footer_button`
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#### `i4.footer_buttons`
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A list of registered footer buttons.
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### Recipes
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Custom recipes are nonconventional crafts outside the main crafting grid.
They can be registered in-game dynamically and have a size beyond 3x3 items.
**Note:** the registration format differs from the default registration format in everything.
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The width is automatically calculated depending where you place the commas.
Examples:
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#### Registering a custom crafting type
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```Lua
i4.register_craft_type("digging", {
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description = "Digging",
icon = "default_tool_steelpick.png",
})
```
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#### Registering a custom crafting recipe
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```Lua
i4.register_craft {
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type = "digging",
result = "default:cobble 2",
items = {"default:stone"},
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}
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```
```Lua
i4.register_craft {
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result = "default:cobble 16",
items = {
"default:stone, default:stone, default:stone",
"default:stone, , default:stone",
"default:stone, default:stone, default:stone",
}
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}
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```
Recipes can be registered in a Minecraft-like way:
```Lua
i4.register_craft {
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grid = {
"X #",
" ## ",
"X#X#",
"X X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
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}
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```
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Multiple recipes can also be registered at once:
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```Lua
i4.register_craft {
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{
result = "default:mese",
items = {
"default:mese_crystal, default:mese_crystal",
"default:mese_crystal, default:mese_crystal",
}
},
big = {
result = "default:mese 4",
items = {
"default:mese_crystal, default:mese_crystal",
"default:mese_crystal, default:mese_crystal",
"default:mese_crystal, default:mese_crystal",
"default:mese_crystal, default:mese_crystal",
}
},
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}
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```
Recipes can be registered from a given URL containing a JSON file (HTTP support is required¹):
```Lua
i4.register_craft {
url = "https://raw.githubusercontent.com/minetest-mods/i4/main/tests/test_online_recipe.json"
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}
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```
---
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### Minitabs
Manage the tabs on the right panel of the inventory.
Allow to make a sensible list sorted by specific groups of items.
#### `i4.new_minitab(name, def)`
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Add a new minitab (limited to 6).
- `name` is the tab name.
- `def` is the definition table.
Example:
```Lua
i4.new_minitab("test", {
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description = "Test",
-- Whether this tab is visible or not. Optional.
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access = function(player, data)
return player:get_player_name() == "singleplayer"
end,
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-- Whether a specific item is shown in the list or not.
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sorter = function(item, data)
return item:find"wood"
end
})
```
- `player` is an `ObjectRef` to the user.
- `data` are the user data.
- `item` is an item name string.
#### `i4.remove_minitab(name)`
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Remove a minitab by name.
- `name` is the name of the tab to remove.
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#### `i4.minitabs`
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A list of registered minitabs.
---
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### Recipe filters
Recipe filters can be used to filter the recipes shown to players. Progressive
mode is implemented as a recipe filter.
#### `i4.add_recipe_filter(name, function(recipes, player))`
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Add a recipe filter with the given `name`. The filter function returns the
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recipes to be displayed, given the available recipes and an `ObjectRef` to the
user. Each recipe is a table of the form returned by
`minetest.get_craft_recipe`.
Example function to hide recipes for items from a mod called "secretstuff":
```lua
i4.add_recipe_filter("Hide secretstuff", function(recipes)
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local filtered = {}
for _, recipe in ipairs(recipes) do
if recipe.output:sub(1,12) ~= "secretstuff:" then
filtered[#filtered + 1] = recipe
end
end
return filtered
end)
```
#### `i4.set_recipe_filter(name, function(recipe, player))`
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Remove all recipe filters and add a new one.
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#### `i4.recipe_filters`
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A map of recipe filters, indexed by name.
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---
### Search filters
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Search filters are used to perform specific searches from the search field.
The filters can be cumulated to perform a specific search.
They are used like so: `<optional_name> +<filter name>=<value1>,<value2>,<...>`
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Example usages:
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- `+groups=cracky,crumbly` -> search for groups `cracky` and `crumbly` in all items.
- `wood +groups=flammable` -> search for group `flammable` amongst items which contain
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`wood` in their names.
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Notes:
- If `optional_name` is omitted, the search filter will apply to all items, without pre-filtering.
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- The `+groups` filter is currently implemented by default.
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#### `i4.add_search_filter(name, function(item, values))`
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Add a search filter.
The search function must return a boolean value (whether the given item should be listed or not).
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- `name` is the filter name.
- `values` is a table of all possible values.
Example function sorting items by drawtype:
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```lua
i4.add_search_filter("types", function(item, drawtypes)
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local t = {}
for i, dt in ipairs(drawtypes) do
t[i] = (dt == "node" and reg_nodes[item] and 1) or
(dt == "item" and reg_craftitems[item] and 1) or
(dt == "tool" and reg_tools[item] and 1) or nil
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end
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return #t > 0
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end)
```
#### `i4.search_filters`
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A map of search filters, indexed by name.
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---
### Sorting methods
Sorting methods are used to filter the player's main inventory.
#### `i4.add_sorting_method(name, def)`
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Add a player inventory sorting method.
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- `name` is the method name.
- `def` is the method definition.
Example:
```Lua
i4.add_sorting_method("test", {
description = "Cool sorting method",
func = function(list, data)
-- `list`: inventory list
-- `data`: player data
table.sort(list)
-- A list must be returned
return list
end,
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})
```
#### `i4.sorting_methods`
A table containing all sorting methods.
---
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### Item list compression
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`i4` can reduce the item list size by compressing a group of items.
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#### `i4.compress(item, def)`
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Add a new group of items to compress.
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- `item` is the item which represent the group of compressed items.
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- `def` is a table specifying the substring replace patterns to be used.
Example:
```Lua
i4.compress("default:diamondblock", {
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replace = "diamond",
by = {"bronze", "copper", "gold", "steel", "tin"}
})
```
#### `i4.compress_groups`
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A map of all compressed item groups, indexed by stereotypes.
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---
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### Waypoints
`i4` allows you to manage the waypoints of a specific player.
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#### `i4.add_waypoint(player_name, def)`
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Add a waypoint to specific player.
- `player_name` is the player name.
- `def` is the waypoint definition table.
Example:
```Lua
i4.add_waypoint("Test", {
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player = "singleplayer",
pos = {x = 0, y = 2, z = 0},
color = 0xffff00,
-- image = "heart.png" (optional)
})
```
#### `i4.remove_waypoint(player_name, waypoint_name)`
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Remove a waypoint for specific player.
- `player_name` is the player name.
- `waypoint_name` is the waypoint name.
Example:
```Lua
i4.remove_waypoint("singleplayer", "Test")
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```
#### `i4.get_waypoints(player_name)`
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Return a table of all waypoints of a specific player.
- `player_name` is the player name.
---
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### Miscellaneous
#### `i4.hud_notif(name, msg[, img])`
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Show a Steam-like HUD notification on the bottom-left corner of the screen.
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- `name` is the player name.
- `msg` is the HUD message to show.
- `img` (optional) is the HUD image to show (preferably 16x16 px).
#### `i4.get_recipes(item)`
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Return a table of recipes and usages of `item`.
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#### `i4.export_url`
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If set, the mod will export all the cached recipes and usages in a JSON format
to the given URL (HTTP support is required¹).
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#### `groups = {bag = <1-4>}`
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The `bag` group in the item definition allows to extend the player inventory size
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given a number between 1 and 4.
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---
**[1]** Add `i4` to the `secure.http_mods` or `secure.trusted_mods` setting in `minetest.conf`.