[docs] Updated.

master
Quentin Bazin 2020-03-12 02:06:06 +01:00
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@ -24,7 +24,9 @@ The long-term goal of this project is to provide a viable alternative to Minecra
## Wiki
- [Getting started](https://github.com/Unarelith/OpenMiner/wiki/Getting-Started)
- [Lua API Overview](https://github.com/Unarelith/OpenMiner/wiki/Lua-API-Overview)
- [Coding style](https://github.com/Unarelith/OpenMiner/wiki/Coding-Style)
- [Lua API](https://openminer.readthedocs.io/en/latest/lua-api-overview/)
- [Blocks](https://openminer.readthedocs.io/en/latest/lua-api-blocks/)
## Keys

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@ -1,80 +1,222 @@
# Lua API: Blocks
- [Attributes](#attributes)
- [Data types](#data-types)
- [Draw types](#draw-types)
- [Functions](#functions)
- [on_block_placed](#on_block_placed)
- [on_block_activatd](#on_block_activated)
- [on_tick](#on_tick)
## Example
```lua
mod:block {
id = "myblock", -- mandatory
name = "My Block", -- mandatory
tiles = "myblock.png",
}
```
## Attributes
Blocks can have the following attributes:
### `id`
| Attribute | Type | Description |
| -------------------- | ------------- | ---------------------------------------------------- |
| id* | string | ID of the block without the "mod:" prefix |
| label* | string | Label of the block |
| on_block_placed | function | Called when the block is placed |
| on_block_activated | function | Called when a player right-click the block |
| on_tick | function | Called every tick |
| harvest_requirements | u8 | Set which tools are more effective |
| hardness | float | Hardness of the block, affects mining speed |
| is_opaque | bool | Whether or not the block let light pass |
| is_light_source | bool | Whether or not the block is a light source |
| is_rotatable | bool | Whether or not the block is rotatable |
| bounding_box | float[6] | Bounding box of the block {x,y,z,w,d,h} |
| draw_type | string | Draw type of the block (see [Draw types](#draw-types)) |
| item_drop | ItemStack | Item stack that is dropped when the block is broken |
| color_multiplier | u8[4] | Only grayscale colors are affected by this attribute |
ID of the block. **Mandatory field.**
NB: Attributes with a `*` means they're mandatory
Example:
```lua
id = "cobblestone"
```
### Data types
IDs are usually of the form `mod:block` but the `mod:` prefix is prepended automatically so it's not needed.
`ItemStack` is a table composed of:
### `name`
- `id` (`string`): item id with the "mod:" prefix
- `amount` (`u16`): amount in the stack
Label of the block. **Mandatory field.**
### Draw types
Example:
```lua
name = "Cobblestone"
```
The currently allowed draw type values are:
This label is the name that will appear everywhere in the game.
- `solid`
- `xshape`
- `leaves`
- `liquid`
- `glass`
### `tiles`
This field can be either a single string, or a table of strings.
Example:
``` lua
tiles = "myblock.png"
-- or
tiles = {"myblock_top.png", "myblock_bottom.png", "myblock_side.png"}
```
More documentation will come on the table form.
The textures will be loaded from `mods/<your-mod>/textures/blocks`
**Note:** Currently, you can only use textures of the exact same size (16x16, 32x32) than the other block textures in the game.
### `harvest_requirements`
Set which tools are more effective.
**Note:** This attribute would need more doc but it'll probably get removed soon.
### `hardness`
Hardness of the block, affects mining speed.
Example:
```lua
hardness = 0.5
```
Default value is `1.0`, any value under this will increase mining speed, and any value above will decrease mining speed.
### `is_opaque`
Defines if the block let the light pass or not.
Example:
```lua
is_opaque = true -- this is the default value
```
### `is_light_source`
Defines if the block is the light source or not.
Example:
```lua
is_light_source = false -- this is the default value
```
### `is_rotatable`
Defines if the block should face the player when placed, like the furnace for example
Example:
```lua
is_rotatable = false -- this is the default value
```
### `bounding_box`
Bounding box of the box.
Example:
```lua
bounding_box = {0, 0, 0, 1, 1, 1} -- this is default value
```
Format is `{x, y, z, width, depth, height}`. Note that OpenMiner uses Z axis as up.
The bounding box determines collisions with the block, as well as the selection box that will be displayed when looking at the block.
Note: This is what affects the temporary `boundingbox` draw type.
### `draw_type`
Draw type of the block, see [Draw types](#draw-types) for more details.
Example:
```lua
draw_type = "solid" -- this is the default value
```
### `item_drop`
Item stack that is given to the player when breaking the block.
Example:
```lua
item_drop = {
id = "default:cobblestone",
amount = 1
} -- this is the default drop of a 'default:cobblestone' block
```
### `color_multiplier`
Color multiplier of the grayscale parts of the block texture.
Example:
```lua
color_multiplier = {1, 1, 1, 1} -- full white, this is the default value
```
Only the pure gray parts (red == green == blue) will be affected by this multiplier.
## Draw types
The draw type changes how the block is rendered.
### `solid`
This draw type is the default draw type of the blocks.
It renders a basic textured cube of size 1x1x1.
### `xshape`
Draws two textured quads that form an X shape.
Useful for flora, tallgrass, mushrooms, etc...
### `leaves`
Keep all the faces while drawing a block.
Especially useful for leaves.
### `liquid`
This draw type doesn't do much yet.
Makes a single mesh with all the connected blocks of the same type in a chunk.
It will be rendered without back-face culling (this is why you can see water surface while being inside).
### `glass`
Draw type used for glass-type blocks. Also works for portals.
Almost the same as the `liquid` draw type, except that back-face culling is enabled.
### `cactus`
Using the `bounding_box` attribute, will draw a # shape instead of a cube.
Useful for `cactus` block.
### `boundingbox`
NB: Temporary draw type.
Allow drawing a block of the size of the `bounding_box`.
## Functions
### on_block_placed
### `on_block_placed`
Parameters:
- `pos` (`vec3`): position of the block
- `pos` (`ivec3`): position of the block
- `world` (`World`): instance of `ServerWorld`
### on_block_activated
### `on_block_activated`
Parameters:
- `pos` (`vec3`): position of the block
- `player` (`Player`): current player
- `pos` (`ivec3`): position of the block
- `player` (`Player`): player that activated the block
- `world` (`World`): instance of the `ServerWorld`
- `client` (`Client`): client that activated the block
- `server` (`Server`): current server
- `screen_width` (`u16`): width of the screen
- `screen_height` (`u16`): height of the screen
- `gui_scale` (`u8`): current scaling setting
### on_tick
### `on_tick`
Parameters:
- `pos` (`vec3`): position of the block
- `player` (`Player`): current player
- `pos` (`ivec3`): position of the block
- `chunk` (`Chunk`): current chunk
- `world` (`World`): instance of the `ServerWorld`

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@ -1,32 +1,36 @@
# Lua API: Overview
## Table of contents
- [Lua API](#lua-api)
- [Core API](#core-api)
- [Mod API](#mod-api)
- [Custom GUI](#custom-gui)
- [Button](#button)
- [Inventory](#inventory)
- [Crafting table](#crafting-table)
- [Image](#image)
- [C++ classes in Lua](#c-classes-in-lua)
- [Registry](#registry)
- [World](#world)
- [Chunk](#chunk)
- [BlockData](#blockdata)
- [Player](#player)
- [Inventory](#inventory-1)
- [Recipe](#recipe)
- [ItemStack](#itemstack)
- [Item](#item)
## Lua API
Note: The Lua API is currently server-side only.
### Core API
- `Registry *openminer:registry()`
- `openminer:add_listener(event_type, listener)`
#### `openminer:registry()`
This function returns the `Registry` instance of the server.
#### `openminer:add_listener(event_type, listener)`
Adds a listener to a specific type of event.
Example:
```lua
openminer:add_listener(EventType.OnBlockPlaced, function(pos, player, world, client, server)
server:send_chat_message(0, "Block placed at " .. pos.x .. ";" .. pos.y .. ";" .. pos.z .. " by Client" .. player:client_id(), client);
end)
openminer:add_listener(EventType.OnBlockActivated, function(pos, block, player, world, client, server)
if block:string_id() == "default:portal" then
server:send_chat_message(0, "Swoosh! Changing dimension...", client);
end
end)
```
Possible events:
- `OnBlockPlaced`: `funcion(pos, player, world, client, server)`
- `OnBlockActivated`: `function(pos, block, player, world, client, server)`
### Mod API
@ -39,14 +43,10 @@ mod:block {
id = "myblock",
name = "My Block",
tiles = "myblock.png",
hardness = 3,
harvest_requirements = 1,
on_tick = function(pos, player, chunk, world) end,
on_block_activated = function(pos, player, world, client) end,
}
mod:item {
id = "mymod:myitem",
id = "myitem",
name = "My Item",
tiles = "myitem.png",
}
@ -67,12 +67,14 @@ mod:crafting_recipe {
}
mod:smelting_recipe {
input = {id = "mymod:myblock", amount = 1},
output = {id = "default:ingot_iron", amount = 1}
input = {id = "mymod:myitem", amount = 1},
output = {id = "mymod:myblock", amount = 1}
}
```
I'll describe all the possible options later.
Documented API so far:
- [Blocks](lua-api-blocks.md)
### Custom GUI
@ -144,29 +146,66 @@ gui:image {
### Registry
- `Block get_block(u16 id)`
- `Item get_item(u16 id)`
- `Sky get_sky(u16 id)`
- `Tree get_tree(u16 id)`
- `Biome get_biome(u16 id)`
- `Recipe get_recipe(Inventory crafting_inventory)`
- `Block get_block_from_string(string id)`
- `Item get_item_from_string(string id)`
- `Sky get_sky_from_string(string id)`
- `Tree get_tree_from_string(string id)`
- `Biome get_biome_from_string(string id)`
- `List<Block> blocks()`
- `List<Item> items()`
- `List<Tree> trees()`
- `List<Biome> biomes()`
- `List<Dimension> dimensions()`
### World
- `u16 get_block(int x, int y, int z)`
- `void set_block(int x, int y, int z, u16 block)`
- `u16 get_data(int x, int y, int z)`
- `void set_data(int x, int y, int z, u16 data)`
- `BlockData *add_block_data(int x, int y, int z, int inventoryWidth, int inventoryHeight)`
- `BlockData *get_block_data(int x, int y, int z)`
### Chunk
- `u16 get_block(int x, int y, int z)`
- `void set_block(int x, int y, int z, u16 block)`
- `u16 get_data(int x, int y, int z)`
- `void set_data(int x, int y, int z, u16 data)`
- `BlockData *add_block_data(int x, int y, int z, int inventoryWidth, int inventoryHeight)`
- `BlockData *get_block_data(int x, int y, int z)`
### BlockData
- `Inventory *inventory()`
- `u32 data()`
- `Inventory *inventory`
- `BlockMetadata *meta`
- `bool use_alt_tiles`
### Block
- `u16 id()`
- `u16 data()`
- `string string_id()`
- `string label()`
- `stirng mod_name()`
- `bool is_opaque()`
### Player
- `Inventory *inventory()`
- `double x()`
- `double y()`
- `double z()`
- `void set_position(double x, double y, double z)`
- `u16 dimension()`
- `void set_dimension(u16 dimension)`
- `u16 client_id()`
### Inventory
@ -189,4 +228,27 @@ gui:image {
- `u16 id()`
- `string name()`
- `u16 burn_time()`
- `bool is_fuel()`
### ivec3
- `int x`
- `int y`
- `int z`
### BlockMetadata
- `string get_string(string attribute)`
- `void set_string(string attribute, string value)`
- `int get_int(string attribute)`
- `void set_int(string attribute, int value)`
### ClientInfo
- `u16 id()`
### ServerCommandHandler
- `void send_player_change_dimension(u16 clientID, int x, int y, int z, u16 dimension, ClientInfo client)`
- `void send_chat_message(u16 senderID, string message, ClientInfo client)`