update doc/en/**
This commit is contained in:
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@ -10,14 +10,19 @@ Subsections:
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- [Entities and components](scripting/ecs.md)
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- [Entities and components](scripting/ecs.md)
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- [Libraries](#)
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- [Libraries](#)
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- [block](scripting/builtins/libblock.md)
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- [block](scripting/builtins/libblock.md)
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- [item](scripting/builtins/libitem.md)
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- [entities](scripting/builtins/libentities.md)
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- [cameras](scripting/builtins/libcameras.md)
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- [cameras](scripting/builtins/libcameras.md)
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- [entities](scripting/builtins/libentities.md)
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- [gui](scripting/builtins/libgui.md)
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- [hud](scripting/builtins/libhud.md)
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- [inventory](scripting/builtins/libinventory.md)
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- [item](scripting/builtins/libitem.md)
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- [mat4](scripting/builtins/libmat4.md)
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- [mat4](scripting/builtins/libmat4.md)
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- [pack](scripting/builtins/libpack.md)
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- [pack](scripting/builtins/libpack.md)
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- [player](scripting/builtins/libplayer.md)
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- [player](scripting/builtins/libplayer.md)
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- [quat](scripting/builtins/libquat.md)
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- [quat](scripting/builtins/libquat.md)
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- [time](scripting/builtins/libtime.md)
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- [vec2, vec3, vec4](scripting/builtins/libvecn.md)
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- [vec2, vec3, vec4](scripting/builtins/libvecn.md)
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- [world](scripting/builtins/libworld.md)
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- [Module core:bit_converter](scripting/modules/core_bit_converter.md)
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- [Module core:bit_converter](scripting/modules/core_bit_converter.md)
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- [Module core:data_buffer](scripting/modules/core_data_buffer.md)
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- [Module core:data_buffer](scripting/modules/core_data_buffer.md)
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- [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
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- [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
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@ -40,268 +45,3 @@ not part of Lua syntax.
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require "packid:module_name" -- load Lua module from pack-folder/modules/
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require "packid:module_name" -- load Lua module from pack-folder/modules/
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-- no extension included, just name
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-- no extension included, just name
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```
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```
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## *world* library
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## Библиотека *world*
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```python
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world.get_list() -> tables array {
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name: str,
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icon: str
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}
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```
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Retuns worlds information: name and preview/icon (loading automatically).
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```python
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world.get_day_time() -> number
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```
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Returns current day time in range \[0.0-1.0\] where 0.0 and 1.0 - midnight, 0.5 - noon.
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```python
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world.set_day_time(time: number)
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```
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Set day time value.
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```python
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world.set_day_time_speed(value: number)
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```
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Sets the specified speed for game time.
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```python
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world.get_day_time_speed() -> number
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```
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Returns the speed for game time.
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```python
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world.get_total_time() -> number
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```
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Returns total time passed in the world
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```python
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world.get_seed() -> int
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```
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Returns world seed.
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``` python
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world.is_day() -> boolean
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```
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Proves that this is the current time during the day. From 0.2(8 am) to 0.8(8 pm)
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``` python
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world.is_night() -> bool
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```
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Checks that it is the current time at night. From 0.8(8 pm) to 0.2(8 am)
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```python
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world.exists() -> bool
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```
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Checks the existence of a world by name.
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## *gui* library
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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:
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Example:
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```lua
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print(document.some_button.text) -- where 'some_button' is an element id
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document.some_button.text = "new text"
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```
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```python
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gui.str(text: str, context: str) -> str
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```
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Returns translated text.
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```python
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gui.get_viewport() -> {int, int}
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```
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Returns size of the main container (window).
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```python
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gui.get_env(document: str) -> table
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```
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Returns environment (global variables table) of the specified document.
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```python
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gui.get_locales_info() -> table of tables where
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key - locale id following isolangcode_ISOCOUNTRYCODE format
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value - table {
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name: str # name of the locale in its language
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}
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```
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Returns information about all loaded locales (res/texts/\*).
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## *inventory* library
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Library for inventories interaction.
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```python
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inventory.get(invid: int, slot: int) -> int, int
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```
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Requires an inventory ID and slot index. Returns item ID and count. ID = 0 (core:empty) means that slot is empty.
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```python
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inventory.set(invid: int, slot: int, itemid: int, count: int)
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```
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Set slot content.
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```python
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inventory.size(invid: int) -> int
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```
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Returns inventory size (slots number). Throws an exception if there's no inventory having specified ID.
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```python
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inventory.add(invid: int, itemid: int, count: int) -> int
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```
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Add an item to the specified inventory. Returns remaining count if could not to add fully.
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```python
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inventory.get_block(x: int, y: int, z: int) -> int
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```
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Returns block inventory ID or 0.
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```python
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inventory.bind_block(invid: int, x: int, y: int, z: int)
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```
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Bind inventory to the specified block.
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```python
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inventory.unbind_block(x: int, y: int, z: int)
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```
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Unbind inventory from the specified block.
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> [!WARNING]
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> Unbound inventories will be deleted on world close.
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```python
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inventory.clone(invid: int) -> int
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```
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Create inventory copy. Returns the created copy ID.
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```python
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inventory.move(invA: int, slotA: int, invB: int, slotB: int)
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```
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Move item from slotA of invA to slotB of invB. invA may be the same as invB.
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If slotB will be chosen automaticly if argument is not specified.
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## *hud* library
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```python
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hud.open_inventory()
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```
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Open player inventory
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```python
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hud.close_inventory()
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```
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Close inventory
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```python
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hud.open_block(x: int, y: int, z: int) -> int, str
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```
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Open block UI and inventory. Throws an exception if block has no UI layout.
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Returns block inventory ID (if *"inventory-size"=0* a virtual inventory will be created), and UI layout ID.
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```python
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hud.show_overlay(layoutid: str, playerinv: bool)
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```
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Show overlay with layout specified. Shows player inventory also if playerinv is **true**
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> [!NOTE]
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> Only one block may be open at same time
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```python
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hud.open_permanent(layoutid: str)
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```
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Add element to the screen. The element will be removed on world close only.
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**inventory** element will be bound to the player inventory.
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```python
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hud.close(layoutid: str)
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```
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Remove an element from the screen
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```python
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hud.get_block_inventory() -> int
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```
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Get open block inventory ID or 0.
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```python
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hud.get_player() -> int
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```
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Gives the ID of the player that the UI is bound to.
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```python
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hud.pause()
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```
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Opens the pause menu
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```python
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hud.resume()
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```
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Closes the pause menu.
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```python
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hud.is_paused() -> bool
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```
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Returns true if pause menu is open.
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```python
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hud.is_inventory_open() -> bool
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```
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Returns true if inventory is open or overlay is shown.
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### *time* library
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```python
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time.uptime() -> float
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```
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Returns time elapsed since the engine started.
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```python
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time.delta() -> float
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```
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Returns time elapsed since the last frame.
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41
doc/en/scripting/builtins/libgui.md
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41
doc/en/scripting/builtins/libgui.md
Normal file
@ -0,0 +1,41 @@
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# *gui* library
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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:
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Example:
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```lua
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print(document.some_button.text) -- where 'some_button' is an element id
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document.some_button.text = "new text"
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```
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```python
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gui.str(text: str, context: str) -> str
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```
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Returns translated text.
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```python
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gui.get_viewport() -> {int, int}
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```
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Returns size of the main container (window).
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```python
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gui.get_env(document: str) -> table
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```
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Returns environment (global variables table) of the specified document.
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```lua
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gui.get_locales_info() -> table of tables {
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name: str
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}
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-- where
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-- key - locale id following isolangcode_ISOCOUNTRYCODE format
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-- value - table {
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-- name: str # locale display name
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-- }
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```
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Returns information about all loaded locales (res/texts/\*).
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50
doc/en/scripting/builtins/libhud.md
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50
doc/en/scripting/builtins/libhud.md
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# *hud* library
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```lua
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-- Open player inventory.
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hud.open_inventory()
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-- Close inventory.
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hud.close_inventory()
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-- Open block UI and inventory.
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-- Throws an exception if block has no UI layout.
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-- Returns block inventory ID (if *"inventory-size"=0* a virtual
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-- inventory will be created), and UI layout ID.
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hud.open_block(x: int, y: int, z: int) -> int, str
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```
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> [!NOTE]
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> Only one block may be open at same time
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```lua
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-- Show overlay with layout specified.
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-- Shows player inventory also if playerinv is true.
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hud.show_overlay(layoutid: str, playerinv: bool)
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-- Add element to the screen.
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-- The element will be removed on world close only.
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-- inventory element will be bound to the player inventory.
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hud.open_permanent(layoutid: str)
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-- Remove an element from the screen.
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hud.close(layoutid: str)
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-- Get open block inventory ID or 0.
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hud.get_block_inventory() -> int
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-- Gives the ID of the player that the UI is bound to.
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hud.get_player() -> int
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-- Opens the pause menu
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hud.pause()
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-- Closes the pause menu.
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hud.resume()
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-- Returns true if pause menu is open.
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hud.is_paused() -> bool
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-- Returns true if inventory is open or overlay is shown.
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hud.is_inventory_open() -> bool
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```
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56
doc/en/scripting/builtins/libinventory.md
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56
doc/en/scripting/builtins/libinventory.md
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# *inventory* library
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|
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Library for inventories interaction.
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|
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```lua
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-- ID = 0 (core:empty) means that slot is empty.
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inventory.get(
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-- inventory ID
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invid: int,
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-- slot index
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slot: int
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) -> int, int
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-- Returns item ID and count.
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-- Set slot content.
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inventory.set(
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-- inventory ID
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invid: int,
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-- slot index
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slot: int,
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-- item index
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itemid: int,
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-- item count
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count: int
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)
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|
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-- Returns inventory size (slots number).
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-- Throws an exception if there's no inventory having specified ID.
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inventory.size(invid: int) -> int
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|
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-- Add an item to the specified inventory.
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-- Returns remaining count if could not to add fully.
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inventory.add(invid: int, itemid: int, count: int) -> int
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|
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-- Returns block inventory ID or 0.
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inventory.get_block(x: int, y: int, z: int) -> int
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-- Bind inventory to the specified block.
|
||||||
|
inventory.bind_block(invid: int, x: int, y: int, z: int)
|
||||||
|
|
||||||
|
-- Unbind inventory from the specified block.
|
||||||
|
inventory.unbind_block(x: int, y: int, z: int)
|
||||||
|
```
|
||||||
|
|
||||||
|
> [!WARNING]
|
||||||
|
> Unbound inventories will be deleted on world close.
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- Create inventory copy. Returns the created copy ID.
|
||||||
|
inventory.clone(invid: int) -> 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.
|
||||||
|
inventory.move(invA: int, slotA: int, invB: int, slotB: int)
|
||||||
|
```
|
||||||
13
doc/en/scripting/builtins/libtime.md
Normal file
13
doc/en/scripting/builtins/libtime.md
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
# *time* library
|
||||||
|
|
||||||
|
```python
|
||||||
|
time.uptime() -> float
|
||||||
|
```
|
||||||
|
|
||||||
|
Returns time elapsed since the engine started.
|
||||||
|
|
||||||
|
```python
|
||||||
|
time.delta() -> float
|
||||||
|
```
|
||||||
|
|
||||||
|
Returns time elapsed since the last frame.
|
||||||
40
doc/en/scripting/builtins/libworld.md
Normal file
40
doc/en/scripting/builtins/libworld.md
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
# *world* library
|
||||||
|
|
||||||
|
```lua
|
||||||
|
world.get_list() -> tables array {
|
||||||
|
-- world name
|
||||||
|
name: str,
|
||||||
|
-- world icon/preview (loading automatically)
|
||||||
|
icon: str
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Returns current day time in range \[0.0-1.0\]
|
||||||
|
-- where 0.0 and 1.0 - midnight, 0.5 - noon.
|
||||||
|
world.get_day_time() -> number
|
||||||
|
|
||||||
|
-- Set day time value.
|
||||||
|
world.set_day_time(time: number)
|
||||||
|
|
||||||
|
-- Sets the specified day time cycle speed.
|
||||||
|
world.set_day_time_speed(value: number)
|
||||||
|
|
||||||
|
-- Returns the day time cycle speed.
|
||||||
|
world.get_day_time_speed() -> number
|
||||||
|
|
||||||
|
-- Returns total time passed in the world.
|
||||||
|
world.get_total_time() -> number
|
||||||
|
|
||||||
|
-- Returns world seed.
|
||||||
|
world.get_seed() -> int
|
||||||
|
|
||||||
|
-- Proves that this is the current time during the day
|
||||||
|
-- from 0.333(8 am) to 0.833(8 pm).
|
||||||
|
world.is_day() -> boolean
|
||||||
|
|
||||||
|
-- Checks that it is the current time at night
|
||||||
|
-- from 0.833(8 pm) to 0.333(8 am).
|
||||||
|
world.is_night() -> bool
|
||||||
|
|
||||||
|
-- Checks the existence of a world by name.
|
||||||
|
world.exists() -> bool
|
||||||
|
```
|
||||||
Loading…
x
Reference in New Issue
Block a user