minetest-i4/API.md
2024-01-12 14:15:57 -06:00

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API 🪛

Table of Contents

  1. Tabs
  2. Footer buttons
  3. Recipes
  4. Minitabs
  5. Recipe filters
  6. Search filters
  7. Sorting methods
  8. Item list compression
  9. Waypoints
  10. Miscellaneous

Tabs

Screenshot of the inventory with the below example tab in focus.

i4.new_tab(name, def)

  • name is the tab name.
  • def is the tab definition.

Custom tabs can be added to the i4 inventory as follow (example):

i4.new_tab("stuff", {
	description = "Stuff",
	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.

	--
	-- The functions below are all optional
	--

	-- Determine if the tab is visible by a player, return false to hide the tab
	access = function(player, data)
		local name = player:get_player_name()
		return name == "singleplayer"
	end,

	-- Build the formspec
	formspec = function(player, data, fs)
		fs("label", 3, 1, "Just a test")
		fs"label[3,2;Lorem Ipsum]"
		-- No need to return anything
	end,

	-- Events handling happens here
	fields = function(player, data, fields)
		if fields.mybutton then
			-- Do things
		end

		-- To prevent a formspec update, return false.
		-- Otherwise: no need to return anything, it's automatic.
	end,
})
  • player is an ObjectRef to the user.
  • data are the user data.
  • fs is the formspec table which is callable with a metamethod. Every call adds a new entry.

i4.set_fs(player)

Update the current formspec.

i4.remove_tab(tabname)

Delete a tab by name.

i4.get_current_tab(player)

Return the current player tab. player is an ObjectRef to the user.

i4.set_tab(player[, tabname])

Set the current tab by name. player is an ObjectRef to the user. tabname can be omitted to get an empty tab.

i4.override_tab(tabname, def)

Override a tab by name. def is the tab definition like seen in i4.set_tab

i4.tabs

A list of registered tabs.


Screenshot of the inventory with the below example footer-button.

i4.new_footer_button(name, def)

  • 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:

i4.new_footer_button("broadcast_msg", {
	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.
		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]
		]])

		fs("image[5,10.65;3,0.5;i4_bg_goto.png]")
		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,
})

Delete a footer button by name.

Override a footer button by name. def is the button definition like seen in i4.new_footer_button

A list of registered footer buttons.

Recipes

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. The width is automatically calculated depending where you place the commas.

Examples:

Registering a custom crafting type

i4.register_craft_type("digging", {
	description = "Digging",
	icon = "default_tool_steelpick.png",
})

Registering a custom crafting recipe

i4.register_craft {
	type   = "digging",
	result = "default:cobble 2",
	items  = {"default:stone"},
}
i4.register_craft {
	result = "default:cobble 16",
	items = {
		"default:stone, default:stone, default:stone",
		"default:stone,              , default:stone",
		"default:stone, default:stone, default:stone",
	}
}

Recipes can be registered in a Minecraft-like way:

i4.register_craft {
	grid = {
		"X  #",
		" ## ",
		"X#X#",
		"X  X",
	},
	key = {
		['#'] = "default:wood",
		['X'] = "default:glass",
	},
	result = "default:mese 3",
}

Multiple recipes can also be registered at once:

i4.register_craft {
	{
		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",
		}
	},
}

Recipes can be registered from a given URL containing a JSON file (HTTP support is required¹):

i4.register_craft {
	url = "https://notabug.org/jadedctrl/minetest_i4/src/master/i4/tests/test_online_recipe.json"
}

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)

Add a new minitab (limited to 6).

  • name is the tab name.
  • def is the definition table.

Example:

i4.new_minitab("test", {
	description = "Test",

	-- Whether this tab is visible or not. Optional.
	access = function(player, data)
		return player:get_player_name() == "singleplayer"
	end,

	-- Whether a specific item is shown in the list or not.
	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)

Remove a minitab by name.

  • name is the name of the tab to remove.

i4.minitabs

A list of registered minitabs.


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))

Add a recipe filter with the given name. The filter function returns the 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":

i4.add_recipe_filter("Hide secretstuff", function(recipes)
	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))

Remove all recipe filters and add a new one.

i4.recipe_filters

A map of recipe filters, indexed by name.


Search filters

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>,<...>

Example usages:

  • +groups=cracky,crumbly -> search for groups cracky and crumbly in all items.
  • wood +groups=flammable -> search for group flammable amongst items which contain wood in their names.

Notes:

  • If optional_name is omitted, the search filter will apply to all items, without pre-filtering.
  • The +groups filter is currently implemented by default.

i4.add_search_filter(name, function(item, values))

Add a search filter. The search function must return a boolean value (whether the given item should be listed or not).

  • name is the filter name.
  • values is a table of all possible values.

Example function sorting items by drawtype:

i4.add_search_filter("types", function(item, drawtypes)
	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
	end

	return #t > 0
end)

i4.search_filters

A map of search filters, indexed by name.


Sorting methods

Sorting methods are used to filter the player's main inventory.

i4.add_sorting_method(name, def)

Add a player inventory sorting method.

  • name is the method name.
  • def is the method definition.

Example:

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,
})

i4.sorting_methods

A table containing all sorting methods.


Item list compression

i4 can reduce the item list size by compressing a group of items.

i4.compress(item, def)

Add a new group of items to compress.

  • item is the item which represent the group of compressed items.
  • def is a table specifying the substring replace patterns to be used.

Example:

i4.compress("default:diamondblock", {
	replace = "diamond",
	by = {"bronze", "copper", "gold", "steel", "tin"}
})

i4.compress_groups

A map of all compressed item groups, indexed by stereotypes.


Waypoints

i4 allows you to manage the waypoints of a specific player.

i4.add_waypoint(player_name, def)

Add a waypoint to specific player.

  • player_name is the player name.
  • def is the waypoint definition table.

Example:

i4.add_waypoint("Test", {
	player = "singleplayer",
	pos = {x = 0, y = 2, z = 0},
	color = 0xffff00,
--	image = "heart.png" (optional)
})

i4.remove_waypoint(player_name, waypoint_name)

Remove a waypoint for specific player.

  • player_name is the player name.
  • waypoint_name is the waypoint name.

Example:

i4.remove_waypoint("singleplayer", "Test")

i4.get_waypoints(player_name)

Return a table of all waypoints of a specific player.

  • player_name is the player name.

Miscellaneous

i4.hud_notif(name, msg[, img])

Show a Steam-like HUD notification on the bottom-left corner of the screen.

  • 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)

Return a table of recipes and usages of item.

i4.export_url

If set, the mod will export all the cached recipes and usages in a JSON format to the given URL (HTTP support is required¹).

groups = {bag = <1-4>}

The bag group in the item definition allows to extend the player inventory size given a number between 1 and 4.


[1] Add i4 to the secure.http_mods or secure.trusted_mods setting in minetest.conf.