Node entity library (nodeentity) 🔗
Library for functional node entities, with minimal setup
Node entities should act exactly like normal nodes
any discrepancy should be reported
Namespace reference 🔗
nodeentity = {
function add(pos, node), -- creates a functional node entity at specified position in accordance to specified MapNode table (actually returns an ObjectRef)
function read_world(pos, anchor, minp, maxp), -- creates a nodeset at <pos> with nodes from <minp> to <maxp> relative to <anchor>
function relative_pos(object), -- given a node object, a position is constructed from which to access the node entity like one'd access normal nodes
function get(pos), -- given a position, a node entity is obtained -- returns:
-- nodeentity, (entity if present) (pos if pos.relative is absent) (empty table if only nodeset is found) (nil if invalid pos)
-- nodeset (nil if invalid pos)
-- common utilities written for compatibility
utils = {
function pos_to_csv(pos), -- returns a csv of a position for use in nodemeta inventory location
function csv_to_pos(str), -- inverse of the above
},
-- exposed internal tables
fs_context = {
[formname] = {
[playername] = {formspec, entity}
}
}, -- table of active forms in nodeentities
}
Position format 🔗
local position = {
x, y, z -- position components
relative = entityID -- optional relativity specifier; when present, the position is relative to the specified node entity or its corresponding node entity set
}
core/vector namespace functions and ObjectRef/Voxelmanip methods are wrapped to work with these positions
written as nodemeta:X,Y,Z@relative in inventory location notation
if any of them don't work, make an issue
Node entity sets ("nodeentity:nodeset") 🔗
2 node entities attached to the same nodeset share the same pos.relative, and exist at xyz offsets of each-other's positions
To add a node entity to a node set, attach it as specified: nodeobject:set_attach(nodeset, "", pos * 10), the engine requires the pos multiplication, but the automatic inclusion of the entity works as normal
Node definition interface 🔗
local nodedef = {
...
function _nodeentity_step(self, dtime, moveresult), -- runs exclusively on node entities, identical to <step> in entity defintions
<other callbacks> -- current entity is appended to the end of function arguments (abms and lbms included)
...
}
Entity fields 🔗
local entity = {
...
function _showfs(playername, formname, formspec), -- used like core.show_formspec, includes the nuances in node forms
_metadata, -- imitation of NodeMetaRef
_timer, -- Lua implementation of NodeTimerRef
...
}
The create mod should now be theoretically possible
Seriously an interesting project, there has been similar things in the past and i do hope someone runs with this and makes something cool like a mod where you can build custom vehicles or moving machines,