OpenMiner/docs/lua-api-block.md

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# Lua API: Block
## Example
```lua
mod:block {
id = "myblock", -- mandatory
name = "My Block", -- mandatory
tiles = "myblock.png",
}
```
## Attributes
### `id`
ID of the block. **Mandatory field.**
Example:
```lua
id = "cobblestone"
```
IDs are usually of the form `mod:block` but the `mod:` prefix is prepended automatically so it's not needed.
### `name`
Label of the block. **Mandatory field.**
Example:
```lua
name = "Cobblestone"
```
This label is the name that will appear everywhere in the game.
### `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"}
```
Table format:
```cpp
// namely: West, East, South, North, Bottom, Top
{0, 0, 0, 0, 0, 0}, // for size = 1
{1, 1, 1, 1, 0, 0}, // for size = 2
{2, 2, 2, 2, 1, 0}, // for size = 3
{2, 3, 3, 3, 1, 0}, // for size = 4
{2, 3, 4, 4, 1, 0}, // for size = 5
{2, 3, 4, 5, 1, 0}, // for size = 6
```
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/item 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`
Parameters:
- `pos` (`ivec3`): position of the block
- `world` (`World`): instance of `ServerWorld`
### `on_block_activated`
Parameters:
- `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`
Parameters:
- `pos` (`ivec3`): position of the block
- `chunk` (`Chunk`): current chunk
- `world` (`World`): instance of the `ServerWorld`