VoxelEngine/doc/en/scripting.md
2024-06-13 19:08:46 +03:00

9.7 KiB

Scripting

Project uses LuaJIT as a scripting language.

Subsections:

Core functions

require "packid:module_name" -- load Lua module from pack-folder/modules/
-- no extension included, just name

pack library

pack.is_installed(packid: str) -> bool

Check if specified pack is installed in the world

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:

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

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, number

Returns x, y, z 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)

player.is_flight() -> bool
player.set_flight(bool)

Getter and setter for player flight mode

player.is_noclip() -> bool
player.set_noclip(bool)

Getter and setter for player noclip mode (collisions disabled)

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.

pack library

pack.get_folder(packid: str) -> str

Returns installed content-pack folder

pack.is_installed(packid: str) -> bool

Check if the world has specified pack installed

pack.get_installed() -> array of strings

Returns all installed content-pack ids

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.

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.

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.set does 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

block.get_rotation(x: int, y: int, z: int) -> int

Returns block rotation index based on used profile.

block.set_rotation(x: int, y: int, z: int, rotation: int)

Set block rotation by index.

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.

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

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

hud.get_block_inventory() -> int

Get open block inventory ID or 0

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