VoxelEngine/doc/en/scripting.md
2024-07-15 06:33:48 +03:00

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# Scripting
Project uses LuaJIT as a scripting language.
Subsections:
- [Engine events](scripting/events.md)
- [User input](scripting/user-input.md)
- [Filesystem and serialization](scripting/filesystem.md)
- [UI properties and methods](scripting/ui.md)
- [Entities and components](scripting/ecs.md)
- [Libraries](#)
- [block](scripting/builtins/libblock.md)
- [entities](scripting/builtins/libentities.md)
- [mat4](scripting/builtins/libmat4.md)
- [vec2, vec3, vec4](scripting/builtins/libvecn.md)
- [Module core:bit_converter](scripting/modules/core_bit_converter.md)
- [Module core:data_buffer](scripting/modules/core_data_buffer.md)
- [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
## Core functions
```lua
require "packid:module_name" -- load Lua module from pack-folder/modules/
-- no extension included, just name
```
## *pack* library
```python
pack.is_installed(packid: str) -> bool
```
Check if specified pack is installed in the world
```python
pack.data_file(packid: str, filename: str) -> str
```
Returns data file path like `world:data/packid/filename`
and creates missing directories.
Use this function when saving pack settings or other data to the world.
Example:
```lua
file.write(pack.data_file(PACK_ID, "example.txt"), text)
```
For pack *containermod* will write text to the file `world:data/containermod/example.txt`
## *player* library
```python
player.get_pos(playerid: int) -> number, number, number
```
Returns x, y, z coordinates of the player
```python
player.set_pos(playerid: int, x: number, y: number, z: number)
```
Set player position
```python
player.get_rot(playerid: int) -> number, number, number
```
Returns x, y, z of camera rotation (radians)
```python
player.set_rot(playerid: int, x: number, y: number, z: number)
```
Set camera rotation (radians)
```python
player.get_inventory(playerid: int) -> int, int
```
Returns player inventory ID and selected slot index (0-9)
```python
player.is_flight() -> bool
player.set_flight(bool)
```
Getter and setter for player flight mode
```python
player.is_noclip() -> bool
player.set_noclip(bool)
```
Getter and setter for player noclip mode (collisions disabled)
``` python
player.set_spawnpoint(playerid: int, x: number, y: number, z: number)
player.get_spawnpoint(playerid: int) -> number, number, number
```
Point setter and getter added by player
```python
player.get_selected_block(playerid: int) -> x,y,z
```
Returns position of the selected block or nil
```python
player.get_selected_entity(playerid: int) -> int
```
Returns unique indentifier of the entity selected by player
```python
player.get_entity(playerid: int) -> int
```
Returns unique identifier of the player entity
## *world* library
## Библиотека *world*
```python
world.get_list() -> tables array {
name: str,
icon: str
}
```
Retuns worlds information: name and preview/icon (loading automatically).
```python
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.
```python
world.set_day_time(time: number)
```
Set day time value.
```python
world.set_day_time_speed(value: number)
```
Sets the specified speed for game time.
```python
world.get_day_time_speed() -> number
```
Returns the speed for game time.
```python
world.get_total_time() -> number
```
Returns total time passed in the world
```python
world.get_seed() -> int
```
Returns world seed.
``` python
world.is_day() -> boolean
```
Proves that this is the current time during the day. From 0.2(8 am) to 0.8(8 pm)
``` python
world.is_night() -> bool
```
Checks that it is the current time at night. From 0.8(8 pm) to 0.2(8 am)
```python
world.exists() -> bool
```
Checks the existence of a world by name.
## *pack* library
```python
pack.get_folder(packid: str) -> str
```
Returns installed content-pack folder.
```python
pack.is_installed(packid: str) -> bool
```
Check if the world has specified pack installed.
```python
pack.get_installed() -> strings array
```
Returns all installed content-pack ids.
```python
pack.get_available() -> strings array
```
Returns the ids of all content packs available but not installed in the world.
```python
pack.get_base_packs() -> strings array
```
Returns the id of all base packages (non-removeable)
```python
pack.get_info(packid: str) -> {
id: str,
title: str,
creator: str,
description: str,
version: str,
icon: str,
dependencies: optional strings array
}
```
Returns information about the pack (not necessarily installed).
- icon - name of the preview texture (loading automatically)
- dependencies - strings following format `{lvl}{id}`, where lvl:
- `!` - required
- `?` - optional
- `~` - weak
for example `!teal`
## *gui* library
The library contains functions for accessing the properties of UI elements. Instead of gui, you should use an object wrapper that provides access to properties through the __index, __newindex meta methods:
Example:
```lua
print(document.some_button.text) -- where 'some_button' is an element id
document.some_button.text = "new text"
```
```python
gui.str(text: str, context: str) -> str
```
Returns translated text.
```python
gui.get_viewport() -> {int, int}
```
Returns size of the main container (window).
```python
gui.get_env(document: str) -> table
```
Returns environment (global variables table) of the specified document.
```python
get_locales_info() -> table of tables where
key - locale id following isolangcode_ISOCOUNTRYCODE format
value - table {
name: str # name of the locale in its language
}
```
Returns information about all loaded locales (res/texts/\*).
## *inventory* library
Library for inventories interaction.
```python
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.
```python
inventory.set(invid: int, slot: int, itemid: int, count: int)
```
Set slot content.
```python
inventory.size(invid: int) -> int
```
Returns inventory size (slots number). Throws an exception if there's no inventory having specified ID.
```python
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.
```python
inventory.get_block(x: int, y: int, z: int) -> int
```
Returns block inventory ID or 0.
```python
inventory.bind_block(invid: int, x: int, y: int, z: int)
```
Bind inventory to the specified block.
```python
inventory.unbind_block(x: int, y: int, z: int)
```
Unbind inventory from the specified block.
> [!WARNING]
> Unbound inventories will be deleted on world close.
```python
inventory.clone(invid: int) -> int
```
Create inventory copy. Returns the created copy ID.
```python
inventory.move(invA: int, slotA: int, invB: int, slotB: int)
```
Move item from slotA of invA to slotB of invB. invA may be the same as invB.
If slotB will be chosen automaticly if argument is not specified.
## *item* library
```python
item.name(itemid: int) -> str
```
Returns item string ID (name) by index
```python
item.index(name: str) -> int
```
Returns item integer ID (index) by name
```python
item.stack_size(itemid: int) -> int
```
Returns max stack size for the item
```python
item.defs_count() -> int
```
Returns count of available item IDs.
```python
item.icon(itemid: int) -> str
```
Returns item icon name to use in 'src' property of an image element
## *hud* library
```python
hud.open_inventory()
```
Open player inventory
```python
hud.close_inventory()
```
Close inventory
```python
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.
```python
hud.show_overlay(layoutid: str, playerinv: bool)
```
Show overlay with layout specified. Shows player inventory also if playerinv is **true**
> [!NOTE]
> Only one block may be open at same time
```python
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.
```python
hud.close(layoutid: str)
```
Remove an element from the screen
```python
hud.get_block_inventory() -> int
```
Get open block inventory ID or 0.
```python
hud.get_player() -> int
```
Gives the ID of the player that the UI is bound to.
```python
hud.pause()
```
Opens the pause menu
```python
hud.resume()
```
Closes the pause menu.
```python
hud.is_paused() -> bool
```
Returns true if pause menu is open.
```python
hud.is_inventory_open() -> bool
```
Returns true if inventory is open or overlay is shown.
### *time* library
```python
time.uptime() -> float
```
Returns time elapsed since the engine started.
```python
time.delta() -> float
```
Returns time elapsed since the last frame.