# World Generator ## Table of Contents - [Basic concepts](#basic-concepts) - [Global variables](#global-variables) - [Configuration file](#configuration-file) - [Fragments](#fragments) - [Structures](#structures) - [Biomes](#biomes) * [Biome parameters](#biome-parameters) * [Biome selection](#biome-selection) - [Heightmap](#heightmap) * [Constructor](#constructor) * [Unary operations](#unary-operations) * [binary operations](#binary-operations) * [heightmap:dump(...)](#heightmapdump) * [heightmap:noise(...)](#heightmapnoise) * [heightmap:cellnoise(...)](#heightmapcellnoise) * [heightmap:resize(...)](#heightmapresize) * [heightmap:crop(...)](#heightmapcrop) * [heightmap:at(x, y)](#heightmapatx-y) - [VoxelFragment (fragment in Lua)](#voxelfragment-fragment-in-lua) - [Generating a height map](#generating-a-height-map) - [Manual structures placement](#manual-structures-placement) * [Structure/tunnel placements](#structuretunnel-placements) * [Small structures placement](#small-structures-placement) * [Wide structures placement](#wide-structures-placement) - [Structural air](#structural-air) - [Generator 'Demo' (base:demo)](#generator-demo-basedemo) ## Basic concepts Concepts used in the text below. - **Combined array/object** - TOML or JSON file that is combined from several versions in different packs, which allows adding data to it from outside. The fields of the combined object are overwritten in order from first to last, just like other resources in the packs. In the case of a combined array, a check for duplicates is **not** performed. - **Biome** - information that determines what blocks and what layers the terrain is generated from, as well as a set of plants, structures. - **Plant** - a block randomly placed on the surface. - **Small structure** - a structure whose size does not exceed the size of a chunk. Example: trees. ## Configuration file The world generator is recognized if the file `generators/generator_name.toml` is present. Other files related to the generator are located in the directory `generators/generator_name.files/`: - biomes.toml - biome definitions - structures.toml - structure definitions - script.lua - generator script - fragments - directory where fragment files are located The main properties described in the configuration file: - **caption** - the generator display name. By default, it is generated from the id. - **biome-parameters** - the number of biome selection parameters (from 0 to 4). Default: 0. - **sea-level** - sea level (below this level, sea-layers will be generated instead of air). Default: 0. - **biomes-bpd** - number of blocks per point of the biome selection parameter map. Default: 4. - **heights-bpd** - number of blocks per point of the height map. Default: 4. - **wide-structs-chunks-radius** - maximum radius for placing 'wide' structures, measured in chunks. - **heightmap-inputs** - an array of parameter map numbers that will be passed by the inputs table to the height map generation function. ## Global variables The following variables are available in the generator script: - `SEED` - world generation seed - `__DIR__` - generator directory (`pack:generators/generator_name.files/`) - `__FILE__` - script file (`pack:generators/generator_name.files/script.lua`) ## Fragments A fragment is a region of the world, like a chunk, saved for later use, limited by a certain width, height and length. A fragment can contain data not only blocks, but also the block inventories and entities. Unlike a chunk, the size of a fragment is arbitrary. Fragment can be created using the `fragment.save` command, or the `generation.create_fragment` function. Fragments used by the generator must present in the directory: `generators/generator_name.files/fragments/` ## Structures A structure is a set of rules for inserting a fragment into the world by the generator. Structures are declared as objects in the file `generators/generator_name.files/structures.toml`. Example: ```toml tree0 = {} tree1 = {} tree2 = {} tower = {lowering=2} coal_ore0 = {} ``` Currently, the name of the structure must match the name of the fragment used. Available properties: - lowering - depth of structure lowering. ## Biomes A biome defines what blocks and layers the terrain is generated from, as well as a set of plants and structures. Biomes are defined in a combined object: `generators/generator_name.files/biomes.toml` Let's look at the biome structure using the forest example from the base:demo generator: ```toml [forest] parameters = [ {weight=1, value=1}, {weight=0.5, value=0.2} ] layers = [ {below-sea-level=false, height=1, block="base:grass_block"}, {below-sea-level=false, height=7, block="base:dirt"}, {height=-1, block="base:stone"}, {height=1, block="base:bazalt"} ] sea-layers = [ {height=-1, block="base:water"} ] plant-chance = 0.4 plants = [ {weight=1, block="base:grass"}, {weight=0.03, block="base:flower"} ] structure-chance = 0.032 structures = [ {name="tree0", weight=1}, {name="tree1", weight=1}, {name="tree2", weight=1}, {name="tower", weight=0.002} ] ``` - key 'forest' - biome name - parameters - weights and central values ​​of the parameters for the biome. See the [biome selection](#biome-selection) section. The number of entries must match the number of biome selection parameters. - layers - block layers from top to bottom. - height - layer height in blocks. -1 is used to mark the filler layer, of which there can only be one. Its height is calculated automatically. - block - full block name - below-sea-level - whether the layer can be generated below sea level (example: turf). If false, when generated below sea level, the layer will be replaced by the next one. - sea-layers - ocean layers. The position of the top layer coincides with the sea level height. - plant-chance - probability of generating a plant on a surface block. - plants - plants randomly placed on the surface. - weight - weight directly affecting the chance of selecting a specific plant. - block - plant block - structure-chance - probability of generating a small structure on a surface block. - structures - structures randomly placed on the surface. - name - name of the structure declared in `structures.toml`. - weight - weight directly affecting the chance of choosing a specific structure. ### Biome Parameters The generator parameter `biome-parameters` defines the number of biome selection parameters (examples: temperature, humidity). Biome parameter value maps are generated in the same way as height maps. It is required to implement the function: ```lua -- x, y - map start position (in dots) -- w, h - map width and height (in dots) -- bpd - (blocks per dot) number of blocks per dot (scale) function generate_biome_parameters(x, y, w, h, bpd) -- creating heightmaps for each biome parameter -- ... return comma-separated_maps end -- example function generate_biome_parameters(x, y, w, h, s) -- temperature map local tempmap = Heightmap(w, h) tempmap.noiseSeed = SEED + 5324 tempmap:noise({x, y}, 0.04*s, 6) tempmap:pow(3) -- humidity map local hummap = Heightmap(w, h) hummap.noiseSeed = SEED + 953 hummap:noise({x, y}, 0.04*s, 6) hummap:pow(3) return tempmap, hummap end ``` ### Biome selection After generating the parameter maps for each biome, scores are calculated for all parameters: $score = \frac{|V - V_b|}{W_b}$ Where $V$ is the parameter value, $V_b$ is the central parameter value for the biome, $W_b$ is the biome weight for the parameter. The generator selects the biome with the **least** sum of parameter scores. >[!WARNING] > If the parameter values ​​and weights are not set up correctly, biomes may have an effect similar to the depth conflict in 3D graphics when two surfaces overlap. > In the case of biomes, the pattern looks random due to the distortion of these 'surfaces' by the noise used to generate the parameter maps. > To get rid of the effect, you can either adjust the weights or parameter values ​​of the biomes, or increase the difference in the generation of the parameter maps. ## Heightmap Heightmap is a class for working with heightmaps (arbitrarily sized matrices of floating point numbers). ### Constructor The heightmap constructor requires integer width and height. ```lua local map = Heightmap(width, height) ``` ### Unary Operations Operations apply to all height values. ```lua map:abs() ``` Casts height values ​​to absolute. ### Binary Operations Operations using a second map or a scalar. Arithmetic operations: ```lua -- Addition map:add(value: Heightmap|number) -- Subtraction map:sub(value: Heightmap|number) -- Multiplication map:mul(value: Heightmap|number) -- Exponentiation map:pow(value: Heightmap|number) ``` Other operations: ```lua -- Minimum map:min(value: Heightmap|number) -- Maximum map:max(value: Heightmap|number) -- Mixing map:mixin(value: Heightmap|number, t: Heightmap|number) -- t - mixing factor from 0.0 to 1.0 -- mixing is performed according to the formula: -- map_value * (1.0 - t) + value * t ``` ### heightmap:dump(...) A method used for debugging, creates an image based on a heightmap by converting values ​​from the range `[-1.0, 1.0]` to brightness values ​​`[0, 255]`, saving it to the specified file. ```lua map:dump('export:test.png') ``` ### heightmap:noise(...) A method that generates simplex noise, adding it to the existing values. The noise seed can be specified in the `map.noiseSeed` field. ```lua map:noise( -- coordinate offset offset: {number, number}, -- coordinate scaling factor scale: number, -- number of noise octaves (default: 1) [optional] octaves: integer, -- noise amplitude multiplier (default: 1.0) [optional] multiplier: number, -- X coordinate offset map for noise generation [optional] shiftMapX: Heightmap, -- Y coordinate offset map for noise generation [optional] shiftMapY: Heightmap, ) -> nil ``` Noise visualization with octaves 1, 2, 3, 4, and 5. ![image](../images/simplex-noise.gif) ### heightmap:cellnoise(...) Analog of heightmap:noise that generates cellular noise. The noise seed can be specified in the `map.noiseSeed` field. ![image](../images/cell-noise.gif) ### heightmap:resize(...) ```lua map:resize(width, height, interpolation) ``` Changes the heightmap size. Available interpolation modes: - 'nearest' - no interpolation - 'linear' - bilinear interpolation - 'cubic' - bicubic interpolation ### heightmap:crop(...) ```lua map:crop(x, y, width, height) ``` Crops the heightmap to the specified area. ### heightmap:at(x, y) ```lua map:at(x, y) --> number ``` Returns the height value at the specified position. ## VoxelFragment (fragment in Lua) A fragment is created by calling the function: ```lua generation.create_fragment( -- point A a: vec3, -- point B b: vec3, -- automatically crop the fragment if possible crop: bool ) -> VoxelFragment ``` A fragment can be loaded from a file: ```lua generation.load_fragment( -- fragment file filename: str ) -> VoxelFragment ``` A fragment can be saved to a file: ```lua generation.save_fragment( -- fragment to save fragment: VoxelFragment, -- file filename: str ) -> nil ``` The fragment size is available as the `size` property. ### Methods ```lua -- Crop a fragment to content fragment:crop() -- Set a fragment to the world at the specified position fragment:place(position: vec3, [optional] rotation:int=0) ``` ## Generating a height map By default, the engine generates a height map consisting of zeros. To generate custom heightmaps, you need to implement the function: ```lua function generate_heightmap( x, y, -- offset of the heightmap w, h, -- size of the heightmap expected by the engine bpd, -- number of blocks per dot - scale [optional] inputs -- array of input maps of biome parameters -- (see the heightmap-inputs property of the generator) ) --> Heightmap ``` An example of generating a heightmap from simplex noise with reduction to the desired range: ```lua function generate_heightmap(x, y, w, h, bpd) -- create a heightmap with a given size local map = Heightmap(w, h) -- set the noise seed map.noiseSeed = SEED -- noise with a scale of 1/10 by 4 octaves with an amplitude of 0.5 map:noise({x, y}, 0.1*bpd, 4, 0.5) -- shift heights to positive range map:add(0.5) return map end ``` ## Manual structures placement ### Structure/tunnel placements Placement of a structure/line is an array of a given set of parameters. Structure: ```lua {structure_name, structure_position, rotation, [optional] priority} ``` Where: - structure_name - a string containing the name of the structure, registered in structures.toml. - structure_position - a vec3 (an array of three numbers) relative to the position of the chunk. - rotation - a number from 0 to 3 indicating the rotation of the structure along the Y axis. - priority - a number determining the order in which structures are placed. Structures with lower priority are overlapped by structures with higher priority. Tunnel: ```lua {":line", filler_block, point_a, point_b, radius} ``` Where: - filler_block - the numeric id of the block that the structure will consist of. - point_a, point_b - vec3, vec3 positions of the start and end of the tunnel. - radius - radius of the tunnel in blocks ### Small structures placement ```lua function place_structures( x, z, -- start position of the region in blocks w, d, -- size of the region in blocks heights, -- height map of the chunk chunk_height, -- height of the chunk ) --> array of structure placements ``` Structures can be placed outside the chunk, but not more than one chunk away. Example: ```lua function place_structures(x, z, w, d, hmap, chunk_height) local placements = {} local height = hmap:at(w/2, h/2) * chunk_height -- places the tower in the center of the chunk table.insert(placements, { 'tower', {w/2, height, d/2}, math.random() * 4, 2 }) return placements end ``` ### Wide structures placement Structures and tunnels can be placed outside a chunk, but no further than the number of chunks specified in the `wide-structs-chunks-radius` property of the generator. Unlike the previous function, no heightmap is passed here, since the call occurs early in the chunk generation. ```lua function place_structures_wide( x, z, -- start position of the region in blocks w, d, -- size of the region in blocks chunk_height, -- height of the chunk ) --> array of structure / tunnel placements ``` ## Structural Air `core:struct_air` - a block that should be used in chunks to mark empty space that should not be filled with blocks when generated in the world. # Generator 'Demo' (base:demo) ## Adding new ore To add a new ore in your pack: 1. In the `generators` folder, create a `demo.files` folder (you don't need to create demo.toml). 2. In the created folder, create a fragments folder and place the ore fragment file in it. 3. In `demo.files`, create a structures.toml file: ```toml fragment_name = {} ``` 4. Also in `demo.files`, create an ores.json file: ```json [ {"struct": "fragment_name", "rarity": rarity} ] ``` The higher the rarity value, the less ore generation chance. You can rely on the rarity of coal ore: 4400.