ns_cavegen/API.md

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# Noordstar caves API
This mod is built in a way to be easy to change the underground world.
The API is written in a way to be very similar to the Minetest API.
## Shapes
Underground caves have varying shapes, and the variable
`noordstar.registered_shapes` contains all those definitions.
For shapes, the following functions are available:
- `noordstar_caves.register_shape(shape def)` Define a new cave shape
- `noordstar_caves.unregister_shape(name)` Remove a defined cave shape
- `noordstar_caves.clear_registered_shapes()` Remove all known cave shapes
The shapes are defined as follows:
```lua
{
name = "noordstar_caves:bubbles",
-- Unique name identifying the shape
-- Namespacing is not required but recommended
noise_params = {
offset = 0.4,
scale = 0.6,
spread = { x = 100, y = 100, z = 100 },
seed = 248039,
octaves = 2,
persistence = 0.6,
lacunarity = 2.0,
flags = "eased"
},
-- NoiseParams structure describing the perlin noise of the shape
-- Values below 0 are always wall, values above 1 will always be part of a
-- cave.
-- Values in-between are either cave or non-cave depending on the
-- cave size: lower values are only included in larger caves:
--
-- -0.25 ----- 0 ---- 0.25 ----- 0.5 ----- 0.75 ----- 1 ----- 1.25
-- ^ ^ ^ ^ ^ ^
-- | | | | | |
-- always a wall | larger caves | most caves |
-- | | |
-- massive caves only smaller caves always cave
func = function(pos, n)
return 2 * n
end,
-- Function to edit the NoiseParams based on some operation.
-- Keep in mind that this function will be run many, many times, so it is
-- best to keep this function as trivial as possible.
-- The function receives a node's position `pos` and the noise value `n`,
-- and it is expected to return an updated noise value.
-- If absent, the noise value is used as-is.
y_min = -31000,
y_max = 31000,
-- Lower and upper limits for cave shapes.
-- Optional. If absent, the shape is allowed at all heights.
connectivity_point = 10,
verticality_point = 40,
-- Characteristic verticality and connectivity for the cave shape.
-- Similar to how biomes are created, these values create 'shape points' on
-- a voronoi diagram with verticality and connectivity as axes. However,
-- in contrast with biomes, the voronoi cells aren't strict shape borders:
-- they slightly overlap, creating smoother changes between cave shapes.
--
-- Although the variables can be interpreted differently, the variables
-- stand for the following:
--
-- - Verticality: high vertical caves have large gaps, massive holes
-- and great paths leading downwards
-- low vertical caves have mostly horizontal corridors
-- with relatively little vertical changes
--
-- - Connectivity: highly connected caves generally are one massive
-- connected cave system, where you can generally
-- navigate to other parts of the cave without breaking
-- blocks
-- lowly connected caves are usually very separate
-- pieces, single domes, bubbles or standard shapes
--
--
-- For example:
--
-- | low verticality | high verticality |
-- -------------------|---------------------|----------------------|
-- low connectivity | a single large dome | a deep sinkhole |
-- -------------------|---------------------|----------------------|
-- high connectivity | abandoned mineshaft | spaghetti tunnels |
-- -------------------|---------------------|----------------------|
}
```
## Biomes
Just like the surface world, the underground world uses biomes to decorate their
caves. The cave biomes are independent of the cave shapes.
**Under development.**