-- TODO: Mark appropriate entries as hidden (esp. cloud and dirt with footsteps) local groupdefs = { ["book"] = "Books", ["vessel"] = "Vessels", ["dye"] = "Dyes", ["stick"] = "Sticks", ["wool"] = "Wool", ["sand"] = "Sand", ["wood"] = "Wood", ["stone"] = "Stones", ["metal"] = "Metal", ["tree"] = "Tree Trunks", ["fence"] = "Fences", ["wall"] = "Walls", ["leaves"] = "Leaves and Needles", ["flower"] = "Flowers", ["sapling"] = "Saplings", ["water"] = "Water", ["lava"] = "Lava", ["cracky"] = "Cracky", ["crumbly"] = "Crumbly", ["choppy"] = "Choppy", ["snappy"] = "Snappy", ["bendy"] = "Bendy", ["oddly_breakable_by_hand"] = "Hand-breakable", ["fleshy"] = "Flesh", } local miscgroups = { "book", "vessel", "dye", "stick", "wool", "sand", "wood", "stone", "metal", "tree", "fence", "wall", "leaves", "flower", "sapling", "water", "lava" } local forced_items = { "fire:basic_flame", "farming:wheat_8", "farming:cotton_8", "doors:door_wood_a", "doors:door_steel_a", "doors:door_glass_a", "doors:door_obsidian_glass_a", "xpanes:pane_1", "xpanes:bar_1", } local suppressed_items = { "default:water_flowing", "default:river_water_flowing", "default:lava_flowing", "default:dry_grass_2", "default:dry_grass_3", "default:dry_grass_4", "default:dry_grass_5", "default:grass_2", "default:grass_3", "default:grass_4", "default:grass_5", "default:furnace_active", "doors:door_wood", "doors:door_steel", "doors:door_glass", "doors:door_obsidian_glass", "doors:door_wood_b", "doors:door_steel_b", "doors:door_glass_b", "doors:door_obsidian_glass_b", "doors:gate_wood_open", "doors:gate_junglewood_open", "doors:gate_acacia_wood_open", "doors:gate_aspen_wood_open", "doors:gate_pine_wood_open", "doors:trapdoor_steel_open", "doors:trapdoor_open", "doors:hidden", "xpanes:pane", "xpanes:bar", } local hidden_items = { "default:cloud", "default:dirt_with_grass_footsteps", } local item_name_overrides = { ["screwdriver:screwdriver"] = "Screwdriver", ["fire:basic_flame"] = "Basic Flame", ["farming:wheat_8"] = "Wheat Plant", ["farming:cotton_8"] = "Cotton Plant", ["default:lava_source"] = "Lava", ["default:water_source"] = "Water", ["default:river_water_source"] = "River Water", ["doors:door_wood_a"] = minetest.registered_items["doors:door_wood"].description, ["doors:door_steel_a"] = minetest.registered_items["doors:door_steel"].description, ["doors:door_glass_a"] = minetest.registered_items["doors:door_glass"].description, ["doors:door_obsidian_glass_a"] = minetest.registered_items["doors:door_obsidian_glass"].description, ["xpanes:pane_1"] = minetest.registered_items["xpanes:pane"].description, ["xpanes:bar_1"] = minetest.registered_items["xpanes:bar"].description, } local image_overrides = { ["doors:door_wood_a"] = minetest.registered_items["doors:door_wood"].inventory_image, ["doors:door_steel_a"] = minetest.registered_items["doors:door_steel"].inventory_image, ["doors:door_glass_a"] = minetest.registered_items["doors:door_glass"].inventory_image, ["doors:door_obsidian_glass_a"] = minetest.registered_items["doors:door_obsidian_glass"].inventory_image, ["xpanes:pane_1"] = minetest.registered_items["xpanes:pane"].inventory_image, ["xpanes:bar_1"] = minetest.registered_items["xpanes:bar"].inventory_image, } doc.sub.items.add_real_group_names(groupdefs) doc.sub.items.add_notable_groups(miscgroups) doc.sub.items.add_forced_item_entries(forced_items) doc.sub.items.add_suppressed_item_entries(suppressed_items) doc.sub.items.add_hidden_item_entries(hidden_items) doc.sub.items.add_item_name_overrides(item_name_overrides) doc.sub.items.add_item_image_overrides(image_overrides) -- Minetest Game Factoids -- Groups flammable, puts_out_fire local function f_fire(itemstring, def) local s = "" -- Fire if def.groups.flammable == 1 then s = s .. "This block is flammable and burns slowly." elseif def.groups.flammable == 2 then s = s .. "This block is flammable and burns at medium speed." elseif def.groups.flammable == 3 then s = s .. "This block is highly flammable and burns very quickly." elseif def.groups.flammable == 4 then s = s .. "This block is very easily set on fire and burns extremely quickly." elseif def.groups.flammable ~= nil then s = s .. "This block is flammable." end if def.groups.puts_out_fire ~= nil then if def.groups.flammable ~= nil then s = s .. "\n" end s = s .. "This block will extinguish nearby fire." end if def.groups.igniter ~= nil then if def.groups.flammable ~= nil or def.groups.puts_out_fire ~= nil then s = s .. "\n" end s = s .. "This block will set flammable blocks within a radius of "..def.groups.igniter.." on fire." end return s end -- flora group local function f_flora(itemstring, def) if def.groups.flora == 1 then return "This block belongs to the Flora group. It a living organism which likes to grow and spread on dirt with grass or dirt with dry grass when it is in light. Spreading will stop when the surrounding area is too crammed with Flora blocks. On desert sand, it will wither and die and turn into a dry shrub." else return "" end end -- soil group local function f_soil(itemstring, def) if def.groups.soil == 1 then if itemstring == "default:desert_sand" then return "This block is natural soil. It supports the growth of blocks belonging to the Saplings group." else return "This block is natural soil. It supports the spreading of blocks belonging to the Flora group and the growth of blocks belonging to the Saplings group." end elseif def.groups.soil == 2 or def.groups.soil == 3 then if itemstring == "farming:desert_sand_soil" or itemstring == "farming:desert_sand_soil_wet" then return "This block serves as a soil for saplings as well as plants grown from seeds. It supports their growth." else return "This block serves as a soil for wild plants (Flora, Saplings) as well as plants grown from seeds. It supports their growth and spreading." end else return "" end end local function f_leafdecay(itemstring, def) local formstring = "" if def.groups.leafdecay ~= nil then if def.groups.leafdecay_drop ~= nil then formstring = string.format("This block may drop as an item when no trunk is nearby. This is prevented if any block of the group “Tree Trunks” is nearby (up to a distance of %d), the block is completely surrounded by blocks which are neither air or a liquid or it has been manually placed by a player.", def.groups.leafdecay) else if def.drop ~= "" and def.drop ~= nil and def.drop ~= itemstring then formstring = string.format("This block may decay when no trunk is nearby. When decaying, it disappears and may drop one of its mining drops (but never itself). Decay is prevented if any block of the group “Tree Trunks” is nearby (up to a distance of %d), the block is completely surrounded by blocks which are neither air or a liquid or it has been placed by a player.", def.groups.leafdecay) else formstring = string.format("This block may decay and disappear when no trunk is nearby. Decay is prevented if any block of the group “Tree Trunks” is nearby (up to a distance of %d), the block is completely surrounded by blocks which are neither air or a liquid or it has been placed by a player.", def.groups.leafdecay) end end end return formstring end doc.sub.items.register_factoid("nodes", "groups", f_fire) doc.sub.items.register_factoid("nodes", "groups", f_flora) doc.sub.items.register_factoid("nodes", "groups", f_leafdecay) doc.sub.items.register_factoid("nodes", "groups", f_soil) -- Add node aliases for i=2,5 do doc.add_entry_alias("nodes", "default:grass_1", "default:grass_"..i) doc.add_entry_alias("nodes", "default:dry_grass_1", "default:dry_grass_"..i) end for i=1,7 do doc.add_entry_alias("nodes", "farming:wheat_8", "farming:wheat_"..i) doc.add_entry_alias("nodes", "farming:cotton_8", "farming:cotton_"..i) end doc.add_entry_alias("nodes", "default:lava_source", "default:lava_flowing") doc.add_entry_alias("nodes", "default:water_source", "default:water_flowing") doc.add_entry_alias("nodes", "default:river_water_source", "default:river_water_flowing") doc.add_entry_alias("nodes", "default:furnace", "default:furnace_active") doc.add_entry_aliases("nodes", "doors:door_wood_a", {"doors:door_wood_b", "doors:doors_wood"}) doc.add_entry_aliases("nodes", "doors:door_steel_a", {"doors:door_steel_b", "doors:door_steel"}) doc.add_entry_aliases("nodes", "doors:door_glass_a", {"doors:door_glass_b", "doors:door_glass"}) doc.add_entry_aliases("nodes", "doors:door_obsidian_glass_a", {"doors:door_obsidian_glass_b", "doors:door_obsidian_glass"}) doc.add_entry_alias("nodes", "doors:gate_wood_closed", "doors:gate_wood_open") doc.add_entry_alias("nodes", "doors:gate_junglewood_closed", "doors:gate_junglewood_open") doc.add_entry_alias("nodes", "doors:gate_acacia_wood_closed", "doors:gate_acacia_wood_open") doc.add_entry_alias("nodes", "doors:gate_aspen_wood_closed", "doors:gate_aspen_wood_open") doc.add_entry_alias("nodes", "doors:gate_pine_wood_closed", "doors:gate_pine_wood_open") doc.add_entry_alias("nodes", "doors:trapdoor", "doors:trapdoor_open") doc.add_entry_alias("nodes", "doors:trapdoor_steel", "doors:trapdoor_steel_open") doc.add_entry_alias("nodes", "tnt:tnt", "tnt:tnt_burning") doc.add_entry_alias("nodes", "tnt:gunpowder", "tnt:gunpowder_burning") local pane_aliases = {} local bar_aliases = {} for i=2,15 do table.insert(pane_aliases, "xpanes:pane_"..i) table.insert(bar_aliases, "xpanes:bar_"..i) end table.insert(pane_aliases, "xpanes:pane") table.insert(bar_aliases, "xpanes:bar") doc.add_entry_aliases("nodes", "xpanes:pane_1", pane_aliases) doc.add_entry_aliases("nodes", "xpanes:bar_1", bar_aliases) -- Gather help texts dofile(minetest.get_modpath("doc_minetest_game") .. "/helptexts.lua") -- Register boat object for doc_identifier if minetest.get_modpath("doc_identifier") ~= nil then doc.sub.identifier.register_object("boats:boat", "craftitems", "boats:boat") end -- Achievement local awardchecktime = 0 if minetest.get_modpath("awards") ~= nil then -- TODO: Change the goal to unlocking/discovering all block entries of Minetest Game -- (excluding unused blocks like default:cloud) awards.register_achievement("doc_minetest_game_allnodes", { title = "Block Index Completed", icon = "doc_awards_icon_generic.png", description = "Read all help entries about blocks.", }) minetest.register_globalstep(function(dtime) -- Check awards every 30 seconds awardchecktime = awardchecktime + dtime if awardchecktime < 30 then return end awardchecktime = 30 - awardchecktime local players = minetest.get_connected_players() for p=1,#players do local playername = players[p]:get_player_name() local count = doc.get_viewed_count(playername, "nodes") if count ~= nil and count >= doc.get_entry_count("nodes") then awards.unlock(playername, "doc_minetest_game_allnodes") end end end) end