codeblock API

Codelevel

Drone capacities depends on the user’s codelevel which can be set with the /codelevel command (see below). High codelevels should be given carefully to users as program could overload the server and crash it. Default codelevel is 4, use with care and change this if you don’t trust users!

codelevel 1 (limited) 2 (basic) 3 (privileged) 4 (trusted) description
max_calls 1e6 1e7 1e8 1e9 max number of calls (function calls and loops)
max_volume 1e5 1e6 1e7 1e8 max build volume (1 block = 1m³)
max_commands 1e4 1e5 1e6 1e7 max drone commands (movements, constructions, checkpoints, etc)
max_distance 150 300 700 1500 max drone distance from drone spawn-point
max_dimension 15 30 70 150 max dimension of shapes (either width, length, height or radius)
commands_before_yield 1 10 20 40 number of codeblock commands before releasing control to Minetest
calls_before_yield 1 100 250 600 number of function/loop calls before releasing control to Minetest

Codelevel definitions can be modified by editing lib/config.lua.

Chat commands

/codelevel <playername> <1-4>

Set the codelevel of an user. Requires the codeblock privilege (/grant <user> codeblock). <playername> defautls to the user name if ommited.

/codegenerate

Generates the example programs for the user issuing the command.

Lua api

Movements

The coordinate system used is relative to the player. When the drone is placed it is oriented in the player direction, going forwards. All movements on the x, y and z axis are always relative to the drone direction.

The parameter n denotes an integer describing how much to move in the specified direction axis. A negative value can be used to represent movement on the oposite direction, that is, up(-1) is equivalent ot down(1). The default value of n is 1 and can be ommited (forward() is equivalent to forward(1))

Moving the drone

up(n) 
down(n)
forward(n)
back(n)
left(n)
right(n)
move(n_right, n_up, n_forward) -- each parameter defaults to zero

Example: move(-5, 1, 3)

Rotating the drone

turn_right()
turn_left()
turn(n_quarters_anti_clockwise)

Example: turn(2)

Checkpoints

Checkpoints allow to save the current position of the drone to use it later. Checkpoints are remembered by their name which must be a string. A default checkpoint with name spawn is associated to the drone spawn position.

save(name) -- creates a checkpoint
go(name, n_right, n_up, n_forward) -- go back to a checkpoint

Example:

save('place1')
save('place2')
go() -- same as go('spawn', 0, 0, 0)
go('place1') -- same as go('place1', 0, 0, 0)
go('place2', 10, -50, 1) -- go to checkpoint with offsets

Block types

Placing blocks and building shapes requires a block parameter, which can be obtained using the following tables.

blocks

String-indexed table with the following values:

air, stone, cobble, stonebrick, stone_block, mossycobble, desert_stone, desert_cobble, desert_stonebrick, desert_stone_block, sandstone, sandstonebrick, sandstone_block, desert_sandstone, desert_sandstone_brick, desert_sandstone_block, silver_sandstone, silver_sandstone_brick, silver_sandstone_block, obsidian, obsidianbrick, obsidian_block, dirt, dirt_with_grass, dirt_with_grass_footsteps, dirt_with_dry_grass, dirt_with_snow, dirt_with_rainforest_litter, dirt_with_coniferous_litter, dry_dirt, dry_dirt_with_dry_grass, permafrost, permafrost_with_stones, permafrost_with_moss, clay, snowblock, ice, cave_ice, tree, wood, leaves, jungletree, junglewood, jungleleaves, pine_tree, pine_wood, pine_needles, acacia_tree, acacia_wood, acacia_leaves, aspen_tree, aspen_wood, aspen_leaves, stone_with_coal, coalblock, stone_with_iron, steelblock, stone_with_copper, copperblock, stone_with_tin, tinblock, bronzeblock, stone_with_gold, goldblock, stone_with_mese, mese, stone_with_diamond, diamondblock, cactus, bush_leaves, acacia_bush_leaves, pine_bush_needles, bookshelf, glass, obsidian_glass, brick, meselamp

Example: local b = blocks.glass

plants

String-indexed table with the following values:

sapling, apple, junglesapling, emergent_jungle_sapling, pine_sapling, acacia_sapling, aspen_sapling, large_cactus_seedling, dry_shrub, grass_1, grass_2, grass_3, grass_4, grass_5, dry_grass_1, dry_grass_2, dry_grass_3, dry_grass_4, dry_grass_5, fern_1, fern_2, fern_3, marram_grass_1, marram_grass_2, marram_grass_3, bush_stem, bush_sapling, acacia_bush_stem, acacia_bush_sapling, pine_bush_stem, pine_bush_needles, pine_bush_sapling

Example: local p = plants.pine_sapling

wools

String-indexed table with the following values:

white, grey, dark_grey, black, violet, blue, cyan, dark_green, green, yellow, brown, orange, red, magenta, pink

Example: local rw = wools.red

iwools

Integer-indexed table, without white, black and greys, in pseudo-rainbow order (red, brown, orange, yellow, green, dark_green, cyan, blue, violet, magenta, pink), with the following values:

1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11

Example: local orange = iwools[3]

Random blocks

random.block()
random.plant()
random.wool()

Block at drone position

get_block()

Construction

Placing one block

Functions to place individual blocks.

place(block) -- place one block at drone position
place_relative(n_right, n_up, n_forward, block, checkpoint) -- place one block relative to a checkpoint

Example:

place() -- equivalent to place(blocks.stone)
place(blocks.brick)
save('place2')
place_relative(1, 0, 0, wools.blue, 'place2')
place_relative(0, 1, 0, wools.green) -- equivalent to place_relative(0, 1, 0, wools.green, 'spawn')
place_relative(0, 1, 0) -- equivalent to place_relative(0, 1, 0, blocks.stone, 'spawn')

Shapes

Shapes are placed such that the drone position corresponds to the back-bottom-left of the shape (a cube will extend to the right-up-forward direction). width extends in the right direction, height extends in the up direction, length extends in the forward direction and radius extends in the remaining directions. hollow is false by default and the default block is stone.

cube(width, height, length, block, hollow)
sphere(radius, block, hollow)
dome(radius, block, hollow)
cylinder(height, radius, block, hollow) -- short for vertical.cylinder
vertical.cylinder(height, radius, block, hollow)
horizontal.cylinder(length, radius, block, hollow)

Example:

cube(10, 10, 10, blocks.leaves) -- short for cube(10, 10, 10, blocks.leaves, false)

Centered shapes

These variants of the shapes are placed such that the drone position corresponds to the center of the shape. For the dome it corresponds to the bottom of the dome and its center for the other coordinates. width extends in the left-right direction, height extends in the up-down direction, length extends in the forward-backward direction and radius extends in the remaining directions.

centered.cube(width, height, length, block, hollow)
centered.sphere(radius, block, hollow)
centered.dome(radius, block, hollow)
centered.cylinder(height, radius, block, hollow) -- short for centered.vertical.cylinder
centered.vertical.cylinder(height, radius, block, hollow)
centered.horizontal.cylinder(length, radius, block, hollow)

Math

random([m [, n]])
round(x, num)
round0(x)   -- short for round(x, 0) (integer rounding)
ceil(x)
floor(x)
deg(x)
rad(x)
exp(x)
log(x)
max(x, ...)
min(x, ...)
abs(x)
pow(x, y)
sqrt(x)
sin(x)
asin(x)
sinh(x)
cos(x)
acos(x)
cosh(x)
tan(x)
atan(x)
atan2(x, y)
tanh(x)
pi
e

Vectors

See documentation here (replacing vector3 by vector).

Example:

local u = vector(1, 2, 3)
local v = vector(4, 5, 6)
local w = (5 * u + u:dot(v) * u:cross(v:scale(5))):norm()
local x, y, z = w:unpack()

Misc

print(message) -- print `message` in minetest chat
error(message) -- stops the program and prints `message`
ipairs(table)
pairs(table)
table.randomizer(t) -- returns a table randomizer

Example:

local my_random = table.randomizer({blocks.ice, blocks.brick})
for i = 1, 10 do
    place(my_random()) 
    up()
end