9.7 KiB
Scripting
Project uses LuaJIT as a scripting language.
Core functions
require "packid:module_name" -- load Lua module from pack-folder/modules/
-- no extension included, just name
-- deprecated functions
load_script("packid:scripts/script_name.lua") -- load Lua script if not loaded yet
load_script("packid:scripts/script_name.lua", true) -- load Lua script anyway
player library
player.get_pos(playerid: int) -> number, number, number
Returns x, y, z coordinates of the player
player.set_pos(playerid: int, x: number, y: number, z: number)
Set player position
player.get_rot(playerid: int) -> number, number
Returns x, y of camera rotation (radians)
player.set_rot(playerid: int, x: number, y: number, z: number)
Set camera rotation (radians)
player.get_inventory(playerid: int) -> int, int
Returns player inventory ID and selected slot index (0-9)
world library
world.get_day_time() -> number
Returns current day time in range [0.0-1.0] where 0.0 and 1.0 - midnight, 0.5 - noon.
world.set_day_time(time: number)
Set day time value.
world.get_total_time() -> number
Returns total time passed in the world
world.get_seed() -> int
Returns world seed.
gui library
Library contains ui elements access functions. Library should not be directly used, because script layouts/layout_name.xml.lua already has a generated variable document (instance of Document)
Example:
print(document.some_button.text) -- where 'some_button' is an element id
document.some_button.text = "new text"
inventory library
Library for inventories interaction.
inventory.get(invid: int, slot: int) -> int, int
Requires an inventory ID and slot index. Returns item ID and count. ID = 0 (core:empty) means that slot is empty.
inventory.set(invid: int, slot: int, itemid: int, count: int)
Set slot content.
inventory.size(invid: int) -> int
Returns inventory size (slots number). Throws an exception if there's no inventory having specified ID.
inventory.add(invid: int, itemid: int, count: int) -> int
Add an item to the specified inventory. Returns remaining count if could not to add fully.
inventory.get_block(x: int, y: int, z: int) -> int
Returns block inventory ID or 0.
inventory.bind_block(invid: int, x: int, y: int, z: int)
Bind inventory to the specified block.
inventory.unbind_block(x: int, y: int, z: int)
Unbind inventory from the specified block.
Warning
Unbound inventories will be deleted on world close.
inventory.clone(invid: int) -> int
Create inventory copy. Returns the created copy ID.
block library
block.name(blockid: int) -> str
Returns block string ID (name) by index
block.index(name: str) -> int
Returns block integer ID (index) by name
block.get(x: int, y: int, z: int) -> int
Returns integer ID by block position
block.get_states(x: int, y: int, z: int) -> int
Returns block state (rotation + additional information) as an integer.
block.set(x: int, y: int, z: int, id: int, states: int)
Set block with specified integer ID and state (default - 0) at specified position.
Warning
block.setdoes not trigger on_placed.
block.is_solid_at(x: int, y: int, z: int) -> bool
Check if block at the specified position is solid.
block.is_replaceable_at(x: int, y: int, z: int) -> bool
Check if block may be placed at specified position. (Examples: air, water, grass, flower)
block.defs_count() -> int
Returns count of available block IDs.
Following three functions return direction vectors based on block rotation.
block.get_X(x: int, y: int, z: int) -> int, int, int
Returns X: integer direction vector of the block at specified coordinates. Example: no rotation: 1, 0, 0
block.get_Y(x: int, y: int, z: int) -> int, int, int
Returns Y: integer direction vector of the block at specified coordinates. Example: no rotation: 0, 1, 0
block.get_Z(x: int, y: int, z: int) -> int, int, int
Returns Z: integer direction vector of the block at specified coordinates. Example: no rotation: 0, 0, 1
User bits
Part of a voxel data used for scripting. Size: 8 bit.
block.get_user_bits(x: int, y: int, z: int, offset: int, bits: int) -> int
Get specified bits as an unsigned integer.
block.set_user_bits(x: int, y: int, z: int, offset: int, bits: int, value: int) -> int
Set specified bits.
item library
item.name(itemid: int) -> str
Returns item string ID (name) by index
item.index(name: str) -> int
Returns item integer ID (index) by name
item.stack_size(itemid: int) -> int
Returns max stack size for the item
item.defs_count() -> int
Returns count of available item IDs.
hud library
hud.open_inventory()
Open player inventory
hud.close_inventory()
Close inventory
hud.open_block(x: int, y: int, z: int) -> int, str
Open block UI and inventory. Throws an exception if block has no UI layout.
Returns block inventory ID (if "inventory-size"=0 a virtual inventory will be created), and UI layout ID.
Note
Only one block may be open at same time
hud.open_permanent(layoutid: str)
Add element to the screen. The element will be removed on world close only. inventory element will be bound to the player inventory.
hud.close(layoutid: str)
Remove an element from the screen
Block events
function on_placed(x, y, z, playerid)
Called on block placed by player
function on_broken(x, y, z, playerid)
Called on block broken by player
function on_interact(x, y, z, playerid) -> bool
Called on block RMB click interaction. Prevents block placing if true returned.
function on_update(x, y, z)
Called on block update (near block changed)
function on_random_update(x, y, z)
Called on random block update (grass growth)
function on_blocks_tick(tps: int)
Called tps (20) times per second.
Item events
function on_use(playerid: int)
Called on RMB click out of a block.
function on_use_on_block(x: int, y: int, z: int, playerid: int)
Called on block RMB click. Prevents block placing-block placing if returns true
function on_block_break_by(x: int, y: int, z: int, playerid: int)
Called on block LMB click (unbreakable blocks included). Prevents block destruction if returns true.
World events
Script scripts/world.lua events.
function on_world_open()
Called on world open.
function on_world_save()
Called before world save.
function on_world_tick()
Called 20 times per second
function on_world_quit()
Called on world close (after saving)
Layout events
Script layouts/layout_name.xml.lua events.
function on_open(invid: int, x: int, y: int, z: int)
Called on element added to the screen. invid=0 if no inventory bound x,y,z=0 if no block bound
function on_close(invid: int)
Called on element removed from the screen.
HUD events
Script scripts/hud.lua events.
function on_hud_open(playerid: int)
Called after world open.
function on_hud_close(playerid: int)
Called on world close (before saving)
Engine libraries
file
Filesystem interaction library.
file.resolve(path: str) -> str
Function turns entry_point:path (example user:worlds/house1) to a regular path. (example C://Users/user/.voxeng/worlds/house1)
Note
The function should be used for debug only. entry_point:path notation is required in all file functions.
Resulting path is not canonical and may be relative.
file.read(path: str) -> str
Read whole text file.
file.read_bytes(path: str) -> array of integers
Read file into bytes array.
file.write(path: str, text: str) -> nil
Overwrite text file.
file.write_bytes(path: str, data: array of integers)
Overwrite binary file with bytes array.
file.length(path: str) -> int
Get file length (bytes) or 0.
file.exists(path: str) -> bool
Check if file or directory exist.
file.isfile(path: str) -> bool
Check if the path points to a file.
file.isdir(path: str) -> bool
Check if the path points to a directory.
file.mkdir(path: str) -> bool
Create directory. Returns true if new directory created
file.mkdirs(path: str) -> bool
Create directories chain. Returns true if new directory created
time
time.uptime() -> float
Returns time elapsed since the engine started.
Available modules
TOML serialization/deserialization
local toml = require "core:toml"
local t = {a=53, b=42, s="test", sub={x=1, y=6}}
local s = toml.serialize(t)
print(s)
local t2 = toml.deserialize(s)
output:
b = 42
s = "test"
a = 53
[sub]
y = 6
x = 1