MineClone2/mods/HELP/doc/doc_items/init.lua

1412 lines
48 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

local S = minetest.get_translator("doc_items")
local N = function(s) return s end
doc.sub.items = {}
-- Template texts
doc.sub.items.temp = {}
doc.sub.items.temp.deco = S("This is a decorational block.")
doc.sub.items.temp.build = S("This block is a building block for creating various buildings.")
doc.sub.items.temp.craftitem = S("This item is primarily used for crafting other items.")
doc.sub.items.temp.eat = S("Hold it in your hand, then leftclick to eat it.")
doc.sub.items.temp.eat_bad = S("Hold it in your hand, then leftclick to eat it. But why would you want to do this?")
doc.sub.items.temp.rotate_node = S("This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.")
doc.sub.items.settings = {}
doc.sub.items.settings.friendly_group_names = minetest.settings:get_bool("doc_items_friendly_group_names", false)
doc.sub.items.settings.itemstring = minetest.settings:get_bool("doc_items_show_itemstrings", false)
-- Local stuff
local groupdefs = {}
local mininggroups = {}
local miscgroups = {}
local item_name_overrides = {
[""] = S("Hand"),
["air"] = S("Air")
}
local suppressed = {
["ignore"] = true,
}
-- This table contains which of the builtin factoids must NOT be displayed because
-- they have been disabled by a mod
local forbidden_core_factoids = {}
-- Helper functions
local yesno = function(bool)
if bool==true then return S("Yes")
elseif bool==false then return S("No")
else return "N/A" end
end
local groups_to_string = function(grouptable, filter)
local gstring = ""
local groups_count = 0
for id, value in pairs(grouptable) do
if (filter == nil or filter[id] == true) then
-- Readable group name
if groups_count > 0 then
-- List seperator
gstring = gstring .. S(", ")
end
if groupdefs[id] ~= nil and doc.sub.items.settings.friendly_group_names == true then
gstring = gstring .. groupdefs[id]
else
gstring = gstring .. id
end
groups_count = groups_count + 1
end
end
if groups_count == 0 then
return nil, 0
else
return gstring, groups_count
end
end
-- Removes all text after the first newline (including the newline)
local scrub_newlines = function(text)
local spl = string.split(text, "\n")
if spl and #spl > 0 then
return spl[1]
else
return text
end
end
--[[ Append a newline to text, unless it already ends with a newline. ]]
local newline = function(text)
if string.sub(text, #text, #text) == "\n" or text == "" then
return text
else
return text .. "\n"
end
end
--[[ Make sure the text ends with two newlines by appending any missing newlines at the end, if neccessary. ]]
local newline2 = function(text)
if string.sub(text, #text-1, #text) == "\n\n" or text == "" then
return text
elseif string.sub(text, #text, #text) == "\n" then
return text .. "\n"
else
return text .. "\n\n"
end
end
-- Extract suitable item description for formspec
local description_for_formspec = function(itemstring)
if minetest.registered_items[itemstring] == nil then
-- Huh? The item doesn't exist for some reason. Better give a dummy string
minetest.log("warning", "[doc] Unknown item detected: "..tostring(itemstring))
return S("Unknown item (@1)", tostring(itemstring))
end
local description = minetest.registered_items[itemstring].description
if description == nil or description == "" then
return minetest.formspec_escape(itemstring)
else
return minetest.formspec_escape(scrub_newlines(description))
end
end
local get_entry_name = function(itemstring)
local def = minetest.registered_items[itemstring]
if def._doc_items_entry_name ~= nil then
return def._doc_items_entry_name
elseif item_name_overrides[itemstring] ~= nil then
return item_name_overrides[itemstring]
else
return def.description
end
end
doc.sub.items.get_group_name = function(groupname)
if groupdefs[groupname] ~= nil and doc.sub.items.settings.friendly_group_names == true then
return groupdefs[groupname]
else
return groupname
end
end
local burntime_to_text = function(burntime)
if burntime == nil then
return S("unknown")
elseif burntime == 1 then
return S("1 second")
else
return S("@1 seconds", burntime)
end
end
--[[ Convert tool capabilities to readable text. Extracted information:
* Mining capabilities
* Durability (when mining
* Full punch interval
* Damage groups
]]
local factoid_toolcaps = function(tool_capabilities, check_uses)
if forbidden_core_factoids.tool_capabilities then
return ""
end
local formstring = ""
if check_uses == nil then check_uses = false end
if tool_capabilities ~= nil and tool_capabilities ~= {} then
local groupcaps = tool_capabilities.groupcaps
if groupcaps ~= nil then
local miningcapstr = ""
local miningtimesstr = ""
local miningusesstr = ""
local caplines = 0
local timelines = 0
local useslines = 0
for k,v in pairs(groupcaps) do
-- Mining capabilities
local minrating, maxrating
if v.times then
for rating, time in pairs(v.times) do
if minrating == nil then minrating = rating else
if minrating > rating then minrating = rating end
end
if maxrating == nil then maxrating = rating else
if maxrating < rating then maxrating = rating end
end
end
else
minrating = 1
maxrating = 1
end
local maxlevel = v.maxlevel
if not maxlevel then
-- Default from tool.h
maxlevel = 1
end
miningcapstr = miningcapstr .. S("• @1: @2", doc.sub.items.get_group_name(k), maxlevel)
miningcapstr = miningcapstr .. "\n"
caplines = caplines + 1
for rating=3, 1, -1 do
if v.times ~= nil and v.times[rating] ~= nil then
local maxtime = v.times[rating]
local mintime
local mintimestr, maxtimestr
local maxlevel_calc = maxlevel
if maxlevel_calc < 1 then
maxlevel_calc = 1
end
mintime = maxtime / maxlevel_calc
mintimestr = string.format("%.1f", mintime)
maxtimestr = string.format("%.1f", maxtime)
if mintimestr ~= maxtimestr then
miningtimesstr = miningtimesstr ..
S("• @1, rating @2: @3 s - @4 s",
doc.sub.items.get_group_name(k), rating,
mintimestr, maxtimestr)
else
miningtimesstr = miningtimesstr ..
S("• @1, rating @2: @3 s",
doc.sub.items.get_group_name(k), rating,
mintimestr)
end
miningtimesstr = miningtimesstr.. "\n"
timelines = timelines + 1
end
end
-- Number of mining uses
local base_uses = v.uses
if not base_uses then
-- Default from tool.h
base_uses = 20
end
if check_uses and base_uses > 0 then
for level=0, maxlevel do
local real_uses = base_uses * math.pow(3, maxlevel - level)
if real_uses < 65535 then
miningusesstr = miningusesstr .. S("• @1, level @2: @3 uses", doc.sub.items.get_group_name(k), level, real_uses)
else
miningusesstr = miningusesstr .. S("• @1, level @2: Unlimited", doc.sub.items.get_group_name(k), level)
end
miningusesstr = miningusesstr .. "\n"
useslines = useslines + 1
end
end
end
if caplines > 0 then
formstring = formstring .. S("This tool is capable of mining.") .. "\n"
formstring = formstring .. S("Maximum toughness levels:") .. "\n"
formstring = formstring .. miningcapstr
formstring = newline(formstring)
end
if timelines > 0 then
formstring = formstring .. S("Mining times:") .. "\n"
formstring = formstring .. miningtimesstr
end
if useslines > 0 then
formstring = formstring .. S("Mining durability:") .. "\n"
formstring = formstring .. miningusesstr
end
if caplines > 0 or useslines > 0 or timelines > 0 then
formstring = newline2(formstring)
end
end
-- Weapon data
local damage_groups = tool_capabilities.damage_groups
if damage_groups ~= nil then
formstring = formstring .. S("This is a melee weapon which deals damage by punching.") .. "\n"
-- Damage groups
formstring = formstring .. S("Maximum damage per hit:") .. "\n"
for k,v in pairs(damage_groups) do
formstring = formstring .. S("• @1: @2 HP", doc.sub.items.get_group_name(k), v)
formstring = formstring .. "\n"
end
-- Full punch interval
local punch = 1.0
if tool_capabilities.full_punch_interval ~= nil then
punch = tool_capabilities.full_punch_interval
end
formstring = formstring .. S("Full punch interval: @1 s", string.format("%.1f", punch))
formstring = formstring .. "\n"
end
end
return formstring
end
--[[ Factoid for the mining times properties of a node. Extracted infos:
- dig_immediate group
- Digging times/groups
- level group
]]
local factoid_mining_node = function(data)
if forbidden_core_factoids.node_mining then
return ""
end
local datastring = ""
if data.def.pointable ~= false and (data.def.liquid_type == "none" or data.def.liquid_type == nil) then
-- Check if there are no mining groups at all
local nogroups = true
for groupname,_ in pairs(mininggroups) do
if data.def.groups[groupname] ~= nil or groupname == "dig_immediate" then
nogroups = false
break
end
end
-- dig_immediate
if data.def.drop ~= "" then
if data.def.groups.dig_immediate == 2 then
datastring = datastring .. S("This block can be mined by any mining tool in half a second.").."\n"
elseif data.def.groups.dig_immediate == 3 then
datastring = datastring .. S("This block can be mined by any mining tool immediately.").."\n"
-- Note: “unbreakable” is an unofficial group for undiggable blocks
elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
datastring = datastring .. S("This block can not be mined by ordinary mining tools.").."\n"
end
else
if data.def.groups.dig_immediate == 2 then
datastring = datastring .. S("This block can be destroyed by any mining tool in half a second.").."\n"
elseif data.def.groups.dig_immediate == 3 then
datastring = datastring .. S("This block can be destroyed by any mining tool immediately.").."\n"
elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
datastring = datastring .. S("This block can not be destroyed by ordinary mining tools.").."\n"
end
end
-- Expose “ordinary” mining groups (crumbly, cracky, etc.) and level group
-- Skip this for immediate digging to avoid redundancy
if data.def.groups.dig_immediate ~= 3 then
local mstring = S("This block can be mined by mining tools which match any of the following mining ratings and its toughness level.").."\n"
mstring = mstring .. S("Mining ratings:").."\n"
local minegroupcount = 0
for group,_ in pairs(mininggroups) do
local rating = data.def.groups[group]
if rating ~= nil then
mstring = mstring .. S("• @1: @2", doc.sub.items.get_group_name(group), rating).."\n"
minegroupcount = minegroupcount + 1
end
end
local level = data.def.groups.level
if not level then
level = 0
end
mstring = mstring .. S("Toughness level: @1", level).."\n"
if minegroupcount > 0 then
datastring = datastring .. mstring
end
end
end
return datastring
end
-- Pointing range of itmes
local range_factoid = function(itemstring, def)
local handrange = minetest.registered_items[""].range
local itemrange = def.range
if itemstring == "" then
if handrange ~= nil then
return S("Range: @1", itemrange)
else
return S("Range: 4")
end
else
if handrange == nil then handrange = 4 end
if itemrange ~= nil then
return S("Range: @1", itemrange)
else
return S("Range: @1 (@2)", get_entry_name(""), handrange)
end
end
end
-- Smelting fuel factoid
local factoid_fuel = function(itemstring, ctype)
if forbidden_core_factoids.fuel then
return ""
end
local formstring = ""
local result, decremented = minetest.get_craft_result({method = "fuel", items = {itemstring}})
if result ~= nil and result.time > 0 then
local base
local burntext = burntime_to_text(result.time)
if ctype == "tools" then
base = S("This tool can serve as a smelting fuel with a burning time of @1.", burntext)
elseif ctype == "nodes" then
base = S("This block can serve as a smelting fuel with a burning time of @1.", burntext)
else
base = S("This item can serve as a smelting fuel with a burning time of @1.", burntext)
end
formstring = formstring .. base
local replaced = decremented.items[1]:get_name()
if not decremented.items[1]:is_empty() and replaced ~= itemstring then
formstring = formstring .. S(" Using it as fuel turns it into: @1.", description_for_formspec(replaced))
end
formstring = newline(formstring)
end
return formstring
end
-- Shows the itemstring of an item
local factoid_itemstring = function(itemstring, playername)
if forbidden_core_factoids.itemstring then
return ""
end
local privs = minetest.get_player_privs(playername)
if doc.sub.items.settings.itemstring or (privs.give or privs.debug) then
return S("Itemstring: \"@1\"", itemstring)
else
return ""
end
end
local entry_image = function(data)
local formstring = ""
-- No image for air
if data.itemstring ~= "air" then
-- Hand
if data.itemstring == "" then
formstring = formstring .. "image["..(doc.FORMSPEC.ENTRY_END_X-1)..","..doc.FORMSPEC.ENTRY_START_Y..";1,1;"..
minetest.registered_items[""].wield_image.."]"
-- Other items
elseif data.image ~= nil then
formstring = formstring .. "image["..(doc.FORMSPEC.ENTRY_END_X-1)..","..doc.FORMSPEC.ENTRY_START_Y..";1,1;"..data.image.."]"
else
formstring = formstring .. "item_image["..(doc.FORMSPEC.ENTRY_END_X-1)..","..doc.FORMSPEC.ENTRY_START_Y..";1,1;"..data.itemstring.."]"
end
end
return formstring
end
-- Stuff for factoids
local factoid_generators = {}
factoid_generators.nodes = {}
factoid_generators.tools = {}
factoid_generators.craftitems = {}
--[[ Returns a list of all registered factoids for the specified category and type
* category_id: Identifier of the Documentation System category in which the factoid appears
* factoid_type: If set, oly returns factoid with a matching factoid_type.
If nil, all factoids for this category will be generated
* data: Entry data to parse ]]
local factoid_custom = function(category_id, factoid_type, data)
local ftable = factoid_generators[category_id]
local datastring = ""
-- Custom factoids are inserted here
for i=1,#ftable do
if factoid_type == nil or ftable[i].ftype == factoid_type then
datastring = datastring .. ftable[i].fgen(data.itemstring, data.def)
if datastring ~= "" then
datastring = newline(datastring)
end
end
end
return datastring
end
-- Shows core information shared by all items, to be inserted at the top
local factoids_header = function(data, ctype)
local datastring = ""
if not forbidden_core_factoids.basics then
local longdesc = data.longdesc
local usagehelp = data.usagehelp
if longdesc ~= nil then
datastring = datastring .. S("Description: @1", longdesc)
datastring = newline2(datastring)
end
if usagehelp ~= nil then
datastring = datastring .. S("Usage help: @1", usagehelp)
datastring = newline2(datastring)
end
datastring = datastring .. factoid_custom(ctype, "use", data)
datastring = newline2(datastring)
if data.itemstring ~= "" then
datastring = datastring .. S("Maximum stack size: @1", data.def.stack_max)
datastring = newline(datastring)
end
datastring = datastring .. range_factoid(data.itemstring, data.def)
datastring = newline2(datastring)
if data.def.liquids_pointable == true then
if ctype == "nodes" then
datastring = datastring .. S("This block points to liquids.").."\n"
elseif ctype == "tools" then
datastring = datastring .. S("This tool points to liquids.").."\n"
elseif ctype == "craftitems" then
datastring = datastring .. S("This item points to liquids.").."\n"
end
end
if data.def.on_use ~= nil then
if ctype == "nodes" then
datastring = datastring .. S("Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.").."\n"
elseif ctype == "tools" then
datastring = datastring .. S("Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.").."\n"
elseif ctype == "craftitems" then
datastring = datastring .. S("Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.").."\n"
end
end
end
datastring = newline(datastring)
-- Show tool capability stuff, including durability if not overwritten by custom field
local check_uses = false
if ctype == "tools" then
check_uses = data.def._doc_items_durability == nil
end
datastring = datastring .. factoid_toolcaps(data.def.tool_capabilities, check_uses)
datastring = newline2(datastring)
return datastring
end
-- Shows less important information shared by all items, to be inserted at the bottom
local factoids_footer = function(data, playername, ctype)
local datastring = ""
datastring = datastring .. factoid_custom(ctype, "groups", data)
datastring = newline2(datastring)
-- Show other “exposable” groups
if not forbidden_core_factoids.groups then
local gstring, gcount = groups_to_string(data.def.groups, miscgroups)
if gstring ~= nil then
if gcount == 1 then
if ctype == "nodes" then
datastring = datastring .. S("This block belongs to the @1 group.", gstring) .. "\n"
elseif ctype == "tools" then
datastring = datastring .. S("This tool belongs to the @1 group.", gstring) .. "\n"
elseif ctype == "craftitems" then
datastring = datastring .. S("This item belongs to the @1 group.", gstring) .. "\n"
end
else
if ctype == "nodes" then
datastring = datastring .. S("This block belongs to these groups: @1.", gstring) .. "\n"
elseif ctype == "tools" then
datastring = datastring .. S("This tool belongs to these groups: @1.", gstring) .. "\n"
elseif ctype == "craftitems" then
datastring = datastring .. S("This item belongs to these groups: @1.", gstring) .. "\n"
end
end
end
end
datastring = newline2(datastring)
-- Show fuel recipe
datastring = datastring .. factoid_fuel(data.itemstring, ctype)
datastring = newline2(datastring)
-- Other custom factoids
datastring = datastring .. factoid_custom(ctype, "misc", data)
datastring = newline2(datastring)
-- Itemstring
datastring = datastring .. factoid_itemstring(data.itemstring, playername)
return datastring
end
function doc.sub.items.register_factoid(category_id, factoid_type, factoid_generator)
local ftable = { fgen = factoid_generator, ftype = factoid_type }
if category_id == "nodes" or category_id == "tools" or category_id == "craftitems" then
table.insert(factoid_generators[category_id], ftable)
return true
elseif category_id == nil then
table.insert(factoid_generators.nodes, ftable)
table.insert(factoid_generators.tools, ftable)
table.insert(factoid_generators.craftitems, ftable)
return false
end
end
function doc.sub.items.disable_core_factoid(factoid_name)
forbidden_core_factoids[factoid_name] = true
end
doc.add_category("nodes", {
hide_entries_by_default = true,
name = S("Blocks"),
description = S("Item reference of blocks and other things which are capable of occupying space"),
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "nodes")
local liquid = data.def.liquidtype ~= "none" and minetest.get_item_group(data.itemstring, "fake_liquid") == 0
if not forbidden_core_factoids.basics then
datastring = datastring .. S("Collidable: @1", yesno(data.def.walkable)) .. "\n"
if data.def.pointable == true then
datastring = datastring .. S("Pointable: Yes") .. "\n"
elseif liquid then
datastring = datastring .. S("Pointable: Only by special items") .. "\n"
else
datastring = datastring .. S("Pointable: No") .. "\n"
end
end
datastring = newline2(datastring)
if not forbidden_core_factoids.liquid and liquid then
datastring = newline(datastring, false)
datastring = datastring .. S("This block is a liquid with these properties:") .. "\n"
local range, renew, viscos
if data.def.liquid_range then range = data.def.liquid_range else range = 8 end
if data.def.liquid_renewable ~= nil then renew = data.def.liquid_renewable else renew = true end
if data.def.liquid_viscosity then viscos = data.def.liquid_viscosity else viscos = 0 end
if renew then
datastring = datastring .. S("• Renewable") .. "\n"
else
datastring = datastring .. S("• Not renewable") .. "\n"
end
if range == 0 then
datastring = datastring .. S("• No flowing") .. "\n"
else
datastring = datastring .. S("• Flowing range: @1", range) .. "\n"
end
datastring = datastring .. S("• Viscosity: @1", viscos) .. "\n"
end
datastring = newline2(datastring)
-- Global factoids
--- Direct interaction with the player
---- Damage (very important)
if not forbidden_core_factoids.node_damage then
if data.def.damage_per_second ~= nil and data.def.damage_per_second > 1 then
datastring = datastring .. S("This block causes a damage of @1 hit points per second.", data.def.damage_per_second) .. "\n"
elseif data.def.damage_per_second == 1 then
datastring = datastring .. S("This block causes a damage of @1 hit point per second.", data.def.damage_per_second) .. "\n"
end
if data.def.drowning then
if data.def.drowning > 1 then
datastring = datastring .. S("This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.", data.def.drowning) .. "\n"
elseif data.def.drowning == 1 then
datastring = datastring .. S("This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.", data.def.drowning) .. "\n"
end
end
local fdap = data.def.groups.fall_damage_add_percent
if fdap ~= nil and fdap ~= 0 then
if fdap > 0 then
datastring = datastring .. S("The fall damage on this block is increased by @1%.", fdap) .. "\n"
elseif fdap <= -100 then
datastring = datastring .. S("This block negates all fall damage.") .. "\n"
else
datastring = datastring .. S("The fall damage on this block is reduced by @1%.", math.abs(fdap)) .. "\n"
end
end
end
datastring = datastring .. factoid_custom("nodes", "damage", data)
datastring = newline2(datastring)
---- Movement
if not forbidden_core_factoids.node_movement then
if data.def.groups.disable_jump == 1 then
datastring = datastring .. S("You can not jump while standing on this block.").."\n"
end
if data.def.climbable == true then
datastring = datastring .. S("This block can be climbed.").."\n"
end
local bouncy = data.def.groups.bouncy
if bouncy ~= nil and bouncy ~= 0 then
datastring = datastring .. S("This block will make you bounce off with an elasticity of @1%.", bouncy).."\n"
end
local slippery = data.def.groups.slippery
if slippery ~= nil and slippery ~= 0 then
datastring = datastring .. S("This block is slippery.") .. "\n"
end
datastring = datastring .. factoid_custom("nodes", "movement", data)
datastring = newline2(datastring)
end
---- Sounds
if not forbidden_core_factoids.sounds then
local function is_silent(def, soundtype)
return type(def.sounds) ~= "table" or def.sounds[soundtype] == nil or def.sounds[soundtype] == "" or (type(data.def.sounds[soundtype]) == "table" and (data.def.sounds[soundtype].name == nil or data.def.sounds[soundtype].name == ""))
end
local silentstep, silentdig, silentplace = false, false, false
if data.def.walkable and is_silent(data.def, "footstep") then
silentstep = true
end
if data.def.diggable and is_silent(data.def, "dig") and is_silent(data.def, "dug") then
silentdig = true
end
if is_silent(data.def, "place") and is_silent(data.def, "place_failed") and data.itemstring ~= "air" then
silentplace = true
end
if silentstep and silentdig and silentplace then
datastring = datastring .. S("This block is completely silent when walked on, mined or built.").."\n"
elseif silentdig and silentplace then
datastring = datastring .. S("This block is completely silent when mined or built.").."\n"
else
if silentstep then
datastring = datastring .. S("Walking on this block is completely silent.").."\n"
end
if silentdig then
datastring = datastring .. S("Mining this block is completely silent.").."\n"
end
if silentplace then
datastring = datastring .. S("Building this block is completely silent.").."\n"
end
end
end
datastring = datastring .. factoid_custom("nodes", "sound", data)
datastring = newline2(datastring)
-- Block activity
--- Gravity
if not forbidden_core_factoids.gravity then
if data.def.groups.falling_node == 1 then
datastring = datastring .. S("This block is affected by gravity and can fall.").."\n"
end
end
datastring = datastring .. factoid_custom("nodes", "gravity", data)
datastring = newline2(datastring)
--- Dropping and destruction
if not forbidden_core_factoids.drop_destroy then
if data.def.buildable_to == true then
datastring = datastring .. S("Building another block at this block will place it inside and replace it.").."\n"
if data.def.walkable then
datastring = datastring .. S("Falling blocks can go through this block; they destroy it when doing so.").."\n"
end
end
if data.def.walkable == false then
if data.def.buildable_to == false and data.def.drop ~= "" then
datastring = datastring .. S("This block will drop as an item when a falling block ends up inside it.").."\n"
else
datastring = datastring .. S("This block is destroyed when a falling block ends up inside it.").."\n"
end
end
if data.def.groups.attached_node == 1 then
if data.def.paramtype2 == "wallmounted" then
datastring = datastring .. S("This block will drop as an item when it is not attached to a surrounding block.").."\n"
else
datastring = datastring .. S("This block will drop as an item when no collidable block is below it.").."\n"
end
end
if data.def.floodable == true then
datastring = datastring .. S("Liquids can flow into this block and destroy it.").."\n"
end
end
datastring = datastring .. factoid_custom("nodes", "drop_destroy", data)
datastring = newline2(datastring)
-- Block appearance
--- Light
if not forbidden_core_factoids.light and data.def.light_source then
if data.def.light_source > 3 then
datastring = datastring .. S("This block is a light source with a light level of @1.", data.def.light_source).."\n"
elseif data.def.light_source > 0 then
datastring = datastring .. S("This block glows faintly with a light level of @1.", data.def.light_source).."\n"
end
if data.def.paramtype == "light" and data.def.sunlight_propagates then
datastring = datastring .. S("This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.").."\n"
elseif data.def.paramtype == "light" then
datastring = datastring .. S("This block allows light to propagate with a small loss of brightness.").."\n"
elseif data.def.sunlight_propagates then
datastring = datastring .. S("This block allows sunlight to propagate without loss in brightness.").."\n"
end
end
datastring = datastring .. factoid_custom("nodes", "light", data)
datastring = newline2(datastring)
--- List nodes/groups to which this node connects to
if not forbidden_core_factoids.connects_to and data.def.connects_to ~= nil then
local nodes = {}
local groups = {}
for c=1,#data.def.connects_to do
local itemstring = data.def.connects_to[c]
if string.sub(itemstring,1,6) == "group:" then
groups[string.sub(itemstring,7,#itemstring)] = 1
else
table.insert(nodes, itemstring)
end
end
local nstring = ""
for n=1,#nodes do
local name
if item_name_overrides[nodes[n]] ~= nil then
name = item_name_overrides[nodes[n]]
else
name = description_for_formspec(nodes[n])
end
if n > 1 then
nstring = nstring .. S(", ")
end
if name ~= nil then
nstring = nstring .. name
else
nstring = nstring .. S("Unknown Node")
end
end
if #nodes == 1 then
datastring = datastring .. S("This block connects to this block: @1.", nstring) .. "\n"
elseif #nodes > 1 then
datastring = datastring .. S("This block connects to these blocks: @1.", nstring) .. "\n"
end
local gstring, gcount = groups_to_string(groups)
if gcount == 1 then
datastring = datastring .. S("This block connects to blocks of the @1 group.", gstring) .. "\n"
elseif gcount > 1 then
datastring = datastring .. S("This block connects to blocks of the following groups: @1.", gstring) .. "\n"
end
end
datastring = newline2(datastring)
-- Mining groups
datastring = datastring .. factoid_custom("nodes", "mining", data)
datastring = newline(datastring)
datastring = datastring .. factoid_mining_node(data)
datastring = newline2(datastring)
-- Non-default drops
if not forbidden_core_factoids.drops and data.def.drop ~= nil and data.def.drop ~= data.itemstring and data.itemstring ~= "air" then
-- TODO: Calculate drop probabilities of max > 1 like for max == 1
local get_desc = function(stack)
return description_for_formspec(stack:get_name())
end
if data.def.drop == "" then
datastring = datastring .. S("This block won't drop anything when mined.").."\n"
elseif type(data.def.drop) == "string" then
local dropstack = ItemStack(data.def.drop)
if dropstack:get_name() ~= data.itemstring and dropstack:get_name() ~= 1 then
local desc = get_desc(dropstack)
local count = dropstack:get_count()
if count > 1 then
datastring = datastring .. S("This block will drop the following when mined: @1×@2.", count, desc).."\n"
else
datastring = datastring .. S("This block will drop the following when mined: @1.", desc).."\n"
end
end
elseif type(data.def.drop) == "table" and data.def.drop.items ~= nil then
local max = data.def.drop.max_items
local dropstring = ""
local dropstring_base = ""
if max == nil then
dropstring_base = N("This block will drop the following items when mined: @1.")
elseif max == 1 then
if #data.def.drop.items == 1 then
dropstring_base = N("This block will drop the following when mined: @1.")
else
dropstring_base = N("This block will randomly drop one of the following when mined: @1.")
end
else
dropstring_base = N("This block will randomly drop up to @1 drops of the following possible drops when mined: @2.")
end
-- Save calculated probabilities into a table for later output
local probtables = {}
local probtable
local rarity_history = {}
for i=1,#data.def.drop.items do
local local_rarity = data.def.drop.items[i].rarity
local chance = 1
local rarity = 1
if local_rarity == nil then
local_rarity = 1
end
if max == 1 then
-- Chained probability
table.insert(rarity_history, local_rarity)
chance = 1
for r=1, #rarity_history do
local chance_factor
if r > 1 and rarity_history[r-1] == 1 then
chance = 0
break
end
if r == #rarity_history then
chance_factor = 1/rarity_history[r]
else
chance_factor = (rarity_history[r]-1)/rarity_history[r]
end
chance = chance * chance_factor
end
if chance > 0 then
rarity = 1/chance
end
else
rarity = local_rarity
chance = 1/rarity
end
-- Exclude impossible drops
if chance > 0 then
probtable = {}
probtable.items = {}
for j=1,#data.def.drop.items[i].items do
local dropstack = ItemStack(data.def.drop.items[i].items[j])
local itemstring = dropstack:get_name()
local desc = get_desc(dropstack)
local count = dropstack:get_count()
if not(itemstring == nil or itemstring == "" or count == 0) then
if probtable.items[itemstring] == nil then
probtable.items[itemstring] = {desc = desc, count = count}
else
probtable.items[itemstring].count = probtable.items[itemstring].count + count
end
end
end
probtable.rarity = rarity
if #data.def.drop.items[i].items > 0 then
table.insert(probtables, probtable)
end
end
end
-- Do some cleanup of the probability table
if max == 1 or max == nil then
-- Sort by rarity
local comp = function(p1, p2)
return p1.rarity < p2.rarity
end
table.sort(probtables, comp)
end
-- Output probability table
local pcount = 0
for i=1, #probtables do
if pcount > 0 then
-- List seperator
dropstring = dropstring .. S(", ")
end
local probtable = probtables[i]
local icount = 0
local dropstring_this = ""
for _, itemtable in pairs(probtable.items) do
if icount > 0 then
-- Final list seperator
dropstring_this = dropstring_this .. S(" and ")
end
local desc = itemtable.desc
local count = itemtable.count
if count ~= 1 then
desc = S("@1×@2", count, desc)
end
dropstring_this = dropstring_this .. desc
icount = icount + 1
end
local rarity = probtable.rarity
local raritystring = ""
-- No percentage if there's only one possible guaranteed drop
if not(rarity == 1 and #data.def.drop.items == 1) then
local chance = (1/rarity)*100
if rarity > 200 then -- <0.5%
-- For very low percentages
dropstring_this = S("@1 (<0.5%)", dropstring_this)
else
-- Add circa indicator for percentages with decimal point
local fchance = string.format("%.0f", chance)
if math.fmod(chance, 1) > 0 then
dropstring_this = S("@1 (ca. @2%)", dropstring_this, fchance)
else
dropstring_this = S("@1 (@2%)", dropstring_this, fchance)
end
end
end
dropstring = dropstring .. dropstring_this
pcount = pcount + 1
end
if max ~= nil and max > 1 then
datastring = datastring .. S(dropstring_base, max, dropstring)
else
datastring = datastring .. S(dropstring_base, dropstring)
end
datastring = newline(datastring)
end
end
datastring = datastring .. factoid_custom("nodes", "drops", data)
datastring = newline2(datastring)
datastring = datastring .. factoids_footer(data, playername, "nodes")
formstring = formstring .. doc.widgets.text(datastring, nil, nil, doc.FORMSPEC.ENTRY_WIDTH - 1.2)
return formstring
else
return "label[0,1;NO DATA AVALIABLE!]"
end
end
})
doc.add_category("tools", {
hide_entries_by_default = true,
name = S("Tools and weapons"),
description = S("Item reference of all wieldable tools and weapons"),
sorting = "function",
-- Roughly sort tools based on their capabilities. Tools which dig the same stuff end up in the same group
sorting_data = function(entry1, entry2)
local entries = { entry1, entry2 }
-- Hand beats all
if entries[1].eid == "" then return true end
if entries[2].eid == "" then return false end
local comp = {}
for e=1, 2 do
comp[e] = {}
end
-- No tool capabilities: Instant loser
if entries[1].data.def.tool_capabilities == nil and entries[2].data.def.tool_capabilities ~= nil then return false end
if entries[2].data.def.tool_capabilities == nil and entries[1].data.def.tool_capabilities ~= nil then return true end
-- No tool capabilities for both: Compare by uses
if entries[1].data.def.tool_capabilities == nil and entries[2].data.def.tool_capabilities == nil then
for e=1, 2 do
if type(entries[e].data.def._doc_items_durability) == "number" then
comp[e].uses = entries[e].data.def._doc_items_durability
else
comp[e].uses = 0
end
end
return comp[1].uses > comp[2].uses
end
for e=1, 2 do
comp[e].gc = entries[e].data.def.tool_capabilities.groupcaps
end
-- No group capabilities = instant loser
if comp[1].gc == nil then return false end
if comp[2].gc == nil then return true end
for e=1, 2 do
local groups = {}
local gc = comp[e].gc
local group = nil
local mintime = nil
local groupcount = 0
local realuses = nil
for k,v in pairs(gc) do
local maxlevel = v.maxlevel
if maxlevel == nil then
-- Default from tool.h
maxlevel = 1
end
if groupcount == 0 then
group = k
local uses = v.uses
if v.uses == nil then
-- Default from tool.h
uses = 20
end
realuses = uses * math.pow(3, maxlevel)
end
if v.times and #v.times > 1 then
for rating, time in pairs(v.times) do
local realtime = time / maxlevel
if mintime == nil or realtime < mintime then
mintime = realtime
end
end
else
mintime = 0
end
if groups[k] ~= true then
groupcount = groupcount + 1
groups[k] = true
end
end
comp[e].count = groupcount
comp[e].group = group
comp[e].mintime = mintime
if realuses ~= nil then
comp[e].uses = realuses
elseif type(entries[e].data.def._doc_items_durability) == "number" then
comp[e].uses = entries[e].data.def._doc_items_durability
else
comp[e].uses = 0
end
end
-- We want to sort out digging tools with multiple capabilities
if comp[1].count > 1 and comp[1].count > comp[2].count then
return false
elseif comp[1].group == comp[2].group then
-- Tiebreaker 1: Minimum digging time
if comp[1].mintime == comp[2].mintime then
-- Tiebreaker 2: Use count
return comp[1].uses > comp[2].uses
else
return comp[1].mintime < comp[2].mintime
end
-- Final tiebreaker: Sort by group name
else
if comp[1].group and comp[2].group then
return comp[1].group < comp[2].group
else
return false
end
end
end,
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "tools")
-- Overwritten durability info
if type(data.def._doc_items_durability) == "number" then
-- Fixed number of uses
datastring = datastring .. S("Durability: @1 uses", data.def._doc_items_durability)
datastring = newline2(datastring)
elseif type(data.def._doc_items_durability) == "string" then
-- Manually described durability
datastring = datastring .. S("Durability: @1", data.def._doc_items_durability)
datastring = newline2(datastring)
end
datastring = datastring .. factoids_footer(data, playername, "tools")
formstring = formstring .. doc.widgets.text(datastring, nil, nil, doc.FORMSPEC.ENTRY_WIDTH - 1.2)
return formstring
else
return "label[0,1;NO DATA AVALIABLE!]"
end
end
})
doc.add_category("craftitems", {
hide_entries_by_default = true,
name = S("Miscellaneous items"),
description = S("Item reference of items which are neither blocks, tools or weapons (esp. crafting items)"),
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "craftitems")
datastring = datastring .. factoids_footer(data, playername, "craftitems")
formstring = formstring .. doc.widgets.text(datastring, nil, nil, doc.FORMSPEC.ENTRY_WIDTH - 1.2)
return formstring
else
return "label[0,1;NO DATA AVALIABLE!]"
end
end
})
-- Register group definition stuff
-- More (user-)friendly group names to replace the rather technical names
-- for better understanding
function doc.sub.items.add_friendly_group_names(groupnames)
for internal, real in pairs(groupnames) do
groupdefs[internal] = real
end
end
-- Adds groups to be displayed in the generic “misc.” groups
-- factoid. Those groups should be neither be used as mining
-- groups nor as damage groups and should be relevant to the
-- player in someway.
function doc.sub.items.add_notable_groups(groupnames)
for g=1,#groupnames do
miscgroups[groupnames[g]] = true
end
end
-- Collect information about all items
local function gather_descs()
-- Internal help texts for default items
local help = {
longdesc = {},
usagehelp = {},
}
-- 1st pass: Gather groups of interest
for id, def in pairs(minetest.registered_items) do
-- Gather all groups used for mining
if def.tool_capabilities ~= nil then
local groupcaps = def.tool_capabilities.groupcaps
if groupcaps ~= nil then
for k,v in pairs(groupcaps) do
if mininggroups[k] ~= true then
mininggroups[k] = true
end
end
end
end
-- ... and gather all groups which appear in crafting recipes
local crafts = minetest.get_all_craft_recipes(id)
if crafts ~= nil then
for c=1,#crafts do
for k,v in pairs(crafts[c].items) do
if string.sub(v,1,6) == "group:" then
local groupstring = string.sub(v,7,-1)
local groups = string.split(groupstring, ",")
for g=1, #groups do
miscgroups[groups[g]] = true
end
end
end
end
end
-- ... and gather all groups used in connects_to
if def.connects_to ~= nil then
for c=1, #def.connects_to do
if string.sub(def.connects_to[c],1,6) == "group:" then
local group = string.sub(def.connects_to[c],7,-1)
miscgroups[group] = true
end
end
end
end
-- 2nd pass: Add entries
-- Set default air text
-- Custom longdesc and usagehelp may be set by mods through the add_helptexts function
if minetest.registered_items["air"]._doc_items_longdesc then
help.longdesc["air"] = minetest.registered_items["air"]._doc.items_longdesc
else
help.longdesc["air"] = S("A transparent block, basically empty space. It is usually left behind after digging something.")
end
if minetest.registered_items["ignore"]._doc_items_create_entry ~= nil then
suppressed["ignore"] = minetest.registered_items["ignore"]._doc_items_create_entry == true
end
-- Add entry for the default tool (“hand”)
-- Custom longdesc and usagehelp may be set by mods through the add_helptexts function
local handdef = minetest.registered_items[""]
if handdef._doc_items_create_entry ~= false then
if handdef._doc_items_longdesc then
help.longdesc[""] = handdef._doc_items_longdesc
else
-- Default text
help.longdesc[""] = S("Whenever you are not wielding any item, you use the hand which acts as a tool with its own capabilities. When you are wielding an item which is not a mining tool or a weapon it will behave as if it would be the hand.")
end
if handdef._doc_items_entry_name then
item_name_overrides[""] = handdef._doc_items_entry_name
end
doc.add_entry("tools", "", {
name = item_name_overrides[""],
hidden = handdef._doc_items_hidden == true,
data = {
longdesc = help.longdesc[""],
usagehelp = help.usagehelp[""],
itemstring = "",
def = handdef,
}
})
end
local add_entries = function(deftable, category_id)
for id, def in pairs(deftable) do
local name, ld, uh, im
local forced = false
if def._doc_items_create_entry == true and def ~= nil then forced = true end
name = get_entry_name(id)
if not (((def.description == nil or def.description == "") and def._doc_items_entry_name == nil) or (def._doc_items_create_entry == false) or (suppressed[id] == true)) or forced then
if def._doc_items_longdesc then
ld = def._doc_items_longdesc
end
if help.longdesc[id] ~= nil then
ld = help.longdesc[id]
end
if def._doc_items_usagehelp then
uh = def._doc_items_usagehelp
end
if help.usagehelp[id] ~= nil then
uh = help.usagehelp[id]
end
if def._doc_items_image then
im = def._doc_items_image
end
local hidden
if id == "air" or id == "" then hidden = false end
if type(def._doc_items_hidden) == "boolean" then
hidden = def._doc_items_hidden
end
name = scrub_newlines(name)
local infotable = {
name = name,
hidden = hidden,
data = {
longdesc = ld,
usagehelp = uh,
image = im,
itemstring = id,
def = def,
}
}
doc.add_entry(category_id, id, infotable)
end
end
end
-- Add node entries
add_entries(minetest.registered_nodes, "nodes")
-- Add tool entries
add_entries(minetest.registered_tools, "tools")
-- Add craftitem entries
add_entries(minetest.registered_craftitems, "craftitems")
end
--[[ Reveal items as the player progresses through the game.
Items are revealed by:
* Digging, punching or placing node,
* Crafting
* Having item in inventory (not instantly revealed) ]]
local function reveal_item(playername, itemstring)
local category_id
if itemstring == nil or itemstring == "" or playername == nil or playername == "" then
return false
end
if minetest.registered_nodes[itemstring] ~= nil then
category_id = "nodes"
elseif minetest.registered_tools[itemstring] ~= nil then
category_id = "tools"
elseif minetest.registered_craftitems[itemstring] ~= nil then
category_id = "craftitems"
elseif minetest.registered_items[itemstring] ~= nil then
category_id = "craftitems"
else
return false
end
doc.mark_entry_as_revealed(playername, category_id, itemstring)
return true
end
local function reveal_items_in_inventory(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
for l=1, #list do
reveal_item(player:get_player_name(), list[l]:get_name())
end
end
minetest.register_on_dignode(function(pos, oldnode, digger)
if digger == nil then return end
local playername = digger:get_player_name()
if playername ~= nil and playername ~= "" and oldnode ~= nil then
reveal_item(playername, oldnode.name)
reveal_items_in_inventory(digger)
end
end)
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if puncher == nil then return end
local playername = puncher:get_player_name()
if playername ~= nil and playername ~= "" and node ~= nil then
reveal_item(playername, node.name)
end
end)
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer == nil then return end
local playername = placer:get_player_name()
if playername ~= nil and playername ~= "" and itemstack ~= nil and not itemstack:is_empty() then
reveal_item(playername, itemstack:get_name())
end
end)
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
if player == nil then return end
local playername = player:get_player_name()
if playername ~= nil and playername ~= "" and itemstack ~= nil and not itemstack:is_empty() then
reveal_item(playername, itemstack:get_name())
end
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
if player == nil then return end
local playername = player:get_player_name()
local itemstack
if action == "take" or action == "put" then
itemstack = inventory_info.stack
end
if itemstack ~= nil and playername ~= nil and playername ~= "" and (not itemstack:is_empty()) then
reveal_item(playername, itemstack:get_name())
end
end)
minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing)
if user == nil then return end
local playername = user:get_player_name()
if playername ~= nil and playername ~= "" and itemstack ~= nil and not itemstack:is_empty() then
reveal_item(playername, itemstack:get_name())
if replace_with_item ~= nil then
reveal_item(playername, replace_with_item)
end
end
end)
minetest.register_on_joinplayer(function(player)
reveal_items_in_inventory(player)
end)
--[[ Periodically check all items in player inventory and reveal them all.
TODO: Check whether there's a serious performance impact on servers with many players.
TODO: If possible, try to replace this functionality by updating the revealed items as
soon the player obtained a new item (probably needs new Minetest callbacks). ]]
local checktime = 8
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > checktime then
local players = minetest.get_connected_players()
for p=1, #players do
reveal_items_in_inventory(players[p])
end
timer = math.fmod(timer, checktime)
end
end)
minetest.register_on_mods_loaded(gather_descs)