Library for functional node entities, with minimal setup
Node entities should act exactly like normal nodes
any discrepancy should be reported
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(entity), -- given a node luaentity, a position is constructed from which to access the node entity like one'd access normal nodes
-- exposed internal tables
fs_context = {
[formname] = {
[playername] = {formspec, entity}
}
}, -- table of active forms in nodeentities
}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
if any of them don't work, make an issue
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
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)
...
}local entity = {
...
function _showfs(playername, formname, formspec), -- used like core.show_formspec, includes the nuances in node forms
_metadata, -- imitation of NodeMetaRef
_invname, -- inventory name used in showing current node entity inventory
_timer, -- lua implementation of NodeTimerRef
...
}