262 lines
9.6 KiB
Markdown
262 lines
9.6 KiB
Markdown
# Noordstar caves API
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This mod is built in a way to be easy to change the underground world.
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The API is written in a way to be very similar to the Minetest API.
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## Shapes
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Underground caves have varying shapes, and the variable
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`noordstar.registered_shapes` contains all those definitions.
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For shapes, the following functions are available:
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- `noordstar_caves.register_shape(shape def)` Define a new cave shape
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- `noordstar_caves.unregister_shape(name)` Remove a defined cave shape
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- `noordstar_caves.clear_registered_shapes()` Remove all known cave shapes
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Generally, it is recommended to keep the number of cave shapes below 100.
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A good number of shapes is 10 for diversity but performance.
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The shapes are defined as follows:
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```lua
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{
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name = "noordstar_caves:bubbles",
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-- Unique name identifying the shape
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-- Namespacing is not required but recommended
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noise_params = {
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offset = 0.4,
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scale = 0.6,
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spread = { x = 100, y = 100, z = 100 },
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seed = 248039,
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octaves = 2,
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persistence = 0.6,
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lacunarity = 2.0,
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flags = "eased"
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},
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-- NoiseParams structure describing the perlin noise of the shape
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-- Values below 0 are always wall, values above 1 will always be part of a
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-- cave.
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-- Values in-between are either cave or non-cave depending on the
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-- cave size: lower values are only included in larger caves:
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--
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-- -0.25 ----- 0 ---- 0.25 ----- 0.5 ----- 0.75 ----- 1 ----- 1.25
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-- ^ ^ ^ ^ ^ ^
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-- | | | | | |
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-- always a wall | larger caves | most caves |
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-- | | |
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-- massive caves only smaller caves always cave
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func = function(pos, n)
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return 2 * n
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end,
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-- Function to edit the NoiseParams based on some operation.
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-- Keep in mind that this function will be run many, many times, so it is
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-- best to keep this function as trivial as possible.
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-- The function receives a node's position `pos` and the noise value `n`,
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-- and it is expected to return an updated noise value.
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-- If absent, the noise value is used as-is.
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y_min = -31000,
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y_max = 31000,
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-- Lower and upper limits for cave shapes.
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-- Optional. If absent, the shape is allowed at all heights.
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connectivity_point = 10,
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verticality_point = 40,
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-- Characteristic verticality and connectivity for the cave shape.
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-- Similar to how biomes are created, these values create 'shape points' on
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-- a voronoi diagram with verticality and connectivity as axes. However,
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-- in contrast with biomes, the voronoi cells aren't strict shape borders:
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-- they slightly overlap, creating smoother changes between cave shapes.
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--
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-- Although the variables can be interpreted differently, the variables
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-- stand for the following:
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--
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-- - Verticality: high vertical caves have large gaps, massive holes
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-- and great paths leading downwards
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-- low vertical caves have mostly horizontal corridors
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-- with relatively little vertical changes
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--
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-- - Connectivity: highly connected caves generally are one massive
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-- connected cave system, where you can generally
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-- navigate to other parts of the cave without breaking
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-- blocks
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-- lowly connected caves are usually very separate
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-- pieces, single domes, bubbles or standard shapes
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--
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--
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-- For example:
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--
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-- | low verticality | high verticality |
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-- -------------------|---------------------|----------------------|
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-- low connectivity | a single large dome | a deep sinkhole |
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-- -------------------|---------------------|----------------------|
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-- high connectivity | abandoned mineshaft | spaghetti tunnels |
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-- -------------------|---------------------|----------------------|
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}
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```
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## Biomes
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Just like the surface world, the underground world uses biomes to decorate their
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caves. The cave biomes are independent of the cave shapes.
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For shapes, the following functions are available:
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- `noordstar_caves.register_biome(biome def)` Define a new cave biome
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- `noordstar_caves.unregister_biome(name)` Remove a defined cave biome
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- `noordstar_caves.clear_registered_biomes()` Remove all known cave biomes
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The biomes are defined as follows:
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```lua
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{
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name = "noordstar_caves:tundra",
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-- Unique name identifying the biome
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-- Namespacing is not required but recommended
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node_dust = "foo:snow",
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-- Node dropped onto floor after all else is generated
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node_floor = "foo:dirt_with_snow",
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-- Node forming the floor that the player walks on
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node_wall = "foo:ice",
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-- Node forming the side walls of the cave
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node_roof = "foo:bluestone",
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-- Node forming the ceiling of the cave
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node_air = "foo:air",
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-- Nodes filling the inside of the cave. By default, this is air.
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-- You can replace it with e.g. water to make the entire cave a water cave.
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-- Keep in mind that cave biomes can blend, so it might not always look
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-- very smooth.
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y_max = -100,
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y_min = -31000,
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-- Upper and lower limits of the cave biome.
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-- Alternatively you can use xyz limits as shown below.
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max_pos = { x = 31000, y = -100, z = 31000 }
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min_pos = { x = -31000, y = -500, z = -31000 }
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-- xyz limits for biome, an alternative to using `y_min` and `y_max`.
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-- Cave biome is limited to a cuboid defined by these positions.
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-- Any x, y or z field left undefined defaults to -31000 in `min_pos` or
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-- 31000 in `max_pos`.
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heat_point = 0,
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humidity_point = 50,
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-- Characteristic temperature and humidity for the biome.
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-- Just like the Minetest Lua API for biomes, these values create
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-- 'biome points' on a voronoi diagram with heat and humidity as axes.
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-- The resulting voronoi cells determine the distribution of the biomes.
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-- Heat and humidity have an average of 50, vary mostly between 0 and 100
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-- but can exceed these values.
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}
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```
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## Decorations
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As a final part of generating the caves, decorations can be added to add unique
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structures to cave biomes.
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For decorations, the following functions are defined:
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- `noordstar_caves.register_decoration(decoration def)` Define a new cave decoration
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- `noordstar_caves.clear_registered_decorations()` Remove all known cave decorations
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The decorations are defined as follows:
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```lua
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{
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deco_type = "simple",
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-- Type. "simple" or "schematic" supported
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place_on = "floor",
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-- Side of the cave to place the decoration on. "floor" or "ceiling" supported
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fill_ratio = 0.02,
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-- Percentage of surface nodes on which this decoration will spawn
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biomes = { "noordstar_caves:tundra", "foo:desert" },
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-- List of (cave!) biomes that this decoration will spawn in. Occurs in all
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-- biomes if this is omitted.
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y_min = -31000,
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y_max = 31000,
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-- Lower and upper limits for decoration (inclusive).
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-- These parameters refer to the Y-coordinate of the node where it is
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-- originally chosen to be placed.
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----- Simple-type parameters
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decoration = "foo:grass",
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-- The node name used as the decoration.
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-- If instead a list of strings, a randomly selected node from the list
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-- is placed as the decoration.
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height = 1,
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-- Decoration height in nodes.
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-- If height_max is not 0, this is the lower limit of a randomly selected
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-- height.
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-- Height can not be over 16.
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height_max = 0,
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-- Upper limit of the randomly selected height.
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-- If absent, the parameter `height` is used as a constant.
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-- Max height will be capped at 16.
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place_offset_y = 0,
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-- Y offset of the decoration base node relative to the standard base node
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-- position.
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-- Can be positive or negative. Default is 0.
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----- Schematic-type parameters
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schematic = "foobar.mts",
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-- If schematic is a string, it is the filepath relative to the correct
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-- working directory of the specified Minetest schematic file.
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-- Could also be the ID of a previously registered schematic.
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schematic = {
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size = {x = 4, y = 6, z = 4},
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data = {
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{name = "default:cobble", param1 = 255, param2 = 0},
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{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
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{name = "air", param1 = 255, param2 = 0},
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...
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},
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yslice_prob = {
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{ypos = 2, prob = 128},
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{ypos = 5, prob = 64},
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...
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},
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},
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-- Alternative schematic specification by supplying a table. The fields
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-- size and data are mandatory whereas yslice_prob is optional.
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-- See 'schematic specifier' in the Minetest Lua API documentation.
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replacements = {["oldname"] = "convert_to", ...},
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-- Map of node names to replace in the schematic after reading it.
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flags = "place_center_x, place_center_y, place_center_z",
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-- Flags for schematic decorations. See 'Schematic attributes'.
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rotation = "90",
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-- Rotation can be "0", "90", "180", "270", or "random"
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place_offset_y = 0,
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-- If the flag 'place_center_y' is set this parameter is ignored.
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-- Y offset of the schematic base node layer relative to the 'place_on'
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-- node.
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-- Can be positive or negative. Default is 0.
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-- Effect is inverted for decorations on the ceiling.
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-- Ignored by 'y_min' and 'y_max' checks, which always refer to the
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-- 'place_on' node.
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}
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```
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