101 lines
4.1 KiB
Markdown
101 lines
4.1 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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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 |