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.
/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.
/codegenerateGenerates the example programs for the user issuing the command.
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))
up(n)
down(n)
forward(n)
back(n)
left(n)
right(n)
move(n_right, n_up, n_forward) -- each parameter defaults to zeroExample: move(-5, 1, 3)
turn_right()
turn_left()
turn(n_quarters_anti_clockwise)Example: turn(2)
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 checkpointExample:
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 offsetsPlacing blocks and building shapes requires a block
parameter, which can be obtained using the following tables.
blocksString-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, meselampExample: local b = blocks.glass
plantsString-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_saplingExample: local p = plants.pine_sapling
woolsString-indexed table with the following values:
white, grey, dark_grey, black, violet, blue, cyan, dark_green, green, yellow, brown, orange, red, magenta, pinkExample: local rw = wools.red
iwoolsInteger-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, 11Example: local orange = iwools[3]
random.block()
random.plant()
random.wool()get_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 checkpointExample:
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 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)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)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
eSee 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()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 randomizerExample:
local my_random = table.randomizer({blocks.ice, blocks.brick})
for i = 1, 10 do
place(my_random())
up()
end