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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_fractal.h"
40
41
42 FlagDesc flagdesc_mapgen_fractal[] = {
43         {"julia", MGFRACTAL_JULIA},
44         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         //// amount of elements to skip for the next index
57         //// for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap        = new u8[csize.X * csize.Z];
62         this->heightmap       = new s16[csize.X * csize.Z];
63         this->heatmap         = NULL;
64         this->humidmap        = NULL;
65
66         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67         this->spflags = sp->spflags;
68         this->iterations = sp->iterations;
69         this->scale_x = sp->scale_x;
70         this->scale_y = sp->scale_y;
71         this->scale_z = sp->scale_z;
72         this->offset_x = sp->offset_x;
73         this->offset_y = sp->offset_y;
74         this->offset_z = sp->offset_z;
75         this->slice_w = sp->slice_w;
76         this->julia_x = sp->julia_x;
77         this->julia_y = sp->julia_y;
78         this->julia_z = sp->julia_z;
79         this->julia_w = sp->julia_w;
80
81         //// 2D terrain noise
82         noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
83
84         //// 3D terrain noise
85         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
86         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
87
88         //// Biome noise
89         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
90         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
91         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
92         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
93
94         //// Resolve nodes to be used
95         INodeDefManager *ndef = emerge->ndef;
96
97         c_stone                = ndef->getId("mapgen_stone");
98         c_water_source         = ndef->getId("mapgen_water_source");
99         c_lava_source          = ndef->getId("mapgen_lava_source");
100         c_desert_stone         = ndef->getId("mapgen_desert_stone");
101         c_ice                  = ndef->getId("mapgen_ice");
102         c_sandstone            = ndef->getId("mapgen_sandstone");
103
104         c_cobble               = ndef->getId("mapgen_cobble");
105         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
106         c_mossycobble          = ndef->getId("mapgen_mossycobble");
107         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
108         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
109
110         if (c_ice == CONTENT_IGNORE)
111                 c_ice = CONTENT_AIR;
112         if (c_mossycobble == CONTENT_IGNORE)
113                 c_mossycobble = c_cobble;
114         if (c_stair_cobble == CONTENT_IGNORE)
115                 c_stair_cobble = c_cobble;
116         if (c_sandstonebrick == CONTENT_IGNORE)
117                 c_sandstonebrick = c_sandstone;
118         if (c_stair_sandstonebrick == CONTENT_IGNORE)
119                 c_stair_sandstonebrick = c_sandstone;
120 }
121
122
123 MapgenFractal::~MapgenFractal()
124 {
125         delete noise_seabed;
126
127         delete noise_cave1;
128         delete noise_cave2;
129
130         delete noise_heat;
131         delete noise_humidity;
132         delete noise_heat_blend;
133         delete noise_humidity_blend;
134
135         delete[] heightmap;
136         delete[] biomemap;
137 }
138
139
140 MapgenFractalParams::MapgenFractalParams()
141 {
142         spflags = 0;
143
144         iterations = 9;
145         scale_x = 1024.0;
146         scale_y = 256.0;
147         scale_z = 1024.0;
148         offset_x = -1.75;
149         offset_y = 0.0;
150         offset_z = 0.0;
151         slice_w = 0.0;
152         julia_x = 0.33;
153         julia_y = 0.33;
154         julia_z = 0.33;
155         julia_w = 0.33;
156
157         np_seabed = NoiseParams(-14, 9,  v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
158         np_cave1  = NoiseParams(0,   12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
159         np_cave2  = NoiseParams(0,   12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
160 }
161
162
163 void MapgenFractalParams::readParams(const Settings *settings)
164 {
165         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
166
167         settings->getU16NoEx("mgfractal_iterations", iterations);
168         settings->getFloatNoEx("mgfractal_scale_x", scale_x);
169         settings->getFloatNoEx("mgfractal_scale_y", scale_y);
170         settings->getFloatNoEx("mgfractal_scale_z", scale_z);
171         settings->getFloatNoEx("mgfractal_offset_x", offset_x);
172         settings->getFloatNoEx("mgfractal_offset_y", offset_y);
173         settings->getFloatNoEx("mgfractal_offset_z", offset_z);
174         settings->getFloatNoEx("mgfractal_slice_w", slice_w);
175         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
176         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
177         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
178         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
179
180         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
181         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
182         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
183 }
184
185
186 void MapgenFractalParams::writeParams(Settings *settings) const
187 {
188         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
189
190         settings->setU16("mgfractal_iterations", iterations);
191         settings->setFloat("mgfractal_scale_x", scale_x);
192         settings->setFloat("mgfractal_scale_y", scale_y);
193         settings->setFloat("mgfractal_scale_z", scale_z);
194         settings->setFloat("mgfractal_offset_x", offset_x);
195         settings->setFloat("mgfractal_offset_y", offset_y);
196         settings->setFloat("mgfractal_offset_z", offset_z);
197         settings->setFloat("mgfractal_slice_w", slice_w);
198         settings->setFloat("mgfractal_julia_x", julia_x);
199         settings->setFloat("mgfractal_julia_y", julia_y);
200         settings->setFloat("mgfractal_julia_z", julia_z);
201         settings->setFloat("mgfractal_julia_w", julia_w);
202
203         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
204         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
205         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
206 }
207
208
209 /////////////////////////////////////////////////////////////////
210
211
212 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
213 {
214         s16 search_start = 128;
215         s16 search_end = -128;
216
217         for (s16 y = search_start; y >= search_end; y--) {
218                 if (getFractalAtPoint(p.X, y, p.Y))
219                         return y;
220         }
221
222         return -MAX_MAP_GENERATION_LIMIT;
223 }
224
225
226 void MapgenFractal::makeChunk(BlockMakeData *data)
227 {
228         // Pre-conditions
229         assert(data->vmanip);
230         assert(data->nodedef);
231         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
232                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
233                 data->blockpos_requested.Z >= data->blockpos_min.Z);
234         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
235                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
236                 data->blockpos_requested.Z <= data->blockpos_max.Z);
237
238         this->generating = true;
239         this->vm   = data->vmanip;
240         this->ndef = data->nodedef;
241         //TimeTaker t("makeChunk");
242
243         v3s16 blockpos_min = data->blockpos_min;
244         v3s16 blockpos_max = data->blockpos_max;
245         node_min = blockpos_min * MAP_BLOCKSIZE;
246         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
248         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249
250         blockseed = getBlockSeed2(full_node_min, seed);
251
252         // Make some noise
253         calculateNoise();
254
255         // Generate base terrain, mountains, and ridges with initial heightmaps
256         s16 stone_surface_max_y = generateTerrain();
257
258         // Create heightmap
259         updateHeightmap(node_min, node_max);
260
261         // Create biomemap at heightmap surface
262         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
263                 noise_humidity->result, heightmap, biomemap);
264
265         // Actually place the biome-specific nodes
266         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
267
268         if (flags & MG_CAVES)
269                 generateCaves(stone_surface_max_y);
270
271         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
272                 DungeonParams dp;
273
274                 dp.np_rarity  = nparams_dungeon_rarity;
275                 dp.np_density = nparams_dungeon_density;
276                 dp.np_wetness = nparams_dungeon_wetness;
277                 dp.c_water    = c_water_source;
278                 if (stone_type == STONE) {
279                         dp.c_cobble = c_cobble;
280                         dp.c_moss   = c_mossycobble;
281                         dp.c_stair  = c_stair_cobble;
282
283                         dp.diagonal_dirs = false;
284                         dp.mossratio     = 3.0;
285                         dp.holesize      = v3s16(1, 2, 1);
286                         dp.roomsize      = v3s16(0, 0, 0);
287                         dp.notifytype    = GENNOTIFY_DUNGEON;
288                 } else if (stone_type == DESERT_STONE) {
289                         dp.c_cobble = c_desert_stone;
290                         dp.c_moss   = c_desert_stone;
291                         dp.c_stair  = c_desert_stone;
292
293                         dp.diagonal_dirs = true;
294                         dp.mossratio     = 0.0;
295                         dp.holesize      = v3s16(2, 3, 2);
296                         dp.roomsize      = v3s16(2, 5, 2);
297                         dp.notifytype    = GENNOTIFY_TEMPLE;
298                 } else if (stone_type == SANDSTONE) {
299                         dp.c_cobble = c_sandstonebrick;
300                         dp.c_moss   = c_sandstonebrick;
301                         dp.c_stair  = c_sandstonebrick;
302
303                         dp.diagonal_dirs = false;
304                         dp.mossratio     = 0.0;
305                         dp.holesize      = v3s16(2, 2, 2);
306                         dp.roomsize      = v3s16(2, 0, 2);
307                         dp.notifytype    = GENNOTIFY_DUNGEON;
308                 }
309
310                 DungeonGen dgen(this, &dp);
311                 dgen.generate(blockseed, full_node_min, full_node_max);
312         }
313
314         // Generate the registered decorations
315         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
316
317         // Generate the registered ores
318         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
319
320         // Sprinkle some dust on top after everything else was generated
321         dustTopNodes();
322
323         //printf("makeChunk: %dms\n", t.stop());
324
325         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
326
327         if (flags & MG_LIGHT)
328                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
329                         full_node_min, full_node_max);
330
331         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
332         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
333
334         this->generating = false;
335 }
336
337
338 void MapgenFractal::calculateNoise()
339 {
340         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
341         int x = node_min.X;
342         int y = node_min.Y - 1;
343         int z = node_min.Z;
344
345         noise_seabed->perlinMap2D(x, z);
346
347         if (flags & MG_CAVES) {
348                 noise_cave1->perlinMap3D(x, y, z);
349                 noise_cave2->perlinMap3D(x, y, z);
350         }
351
352         noise_heat->perlinMap2D(x, z);
353         noise_humidity->perlinMap2D(x, z);
354         noise_heat_blend->perlinMap2D(x, z);
355         noise_humidity_blend->perlinMap2D(x, z);
356
357         for (s32 i = 0; i < csize.X * csize.Z; i++) {
358                 noise_heat->result[i] += noise_heat_blend->result[i];
359                 noise_humidity->result[i] += noise_humidity_blend->result[i];
360         }
361
362         heatmap = noise_heat->result;
363         humidmap = noise_humidity->result;
364         //printf("calculateNoise: %dus\n", t.stop());
365 }
366
367
368 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
369 {
370         float cx, cy, cz, cw, ox, oy, oz, ow;
371
372         if (spflags & MGFRACTAL_JULIA) {  // Julia set
373                 cx = julia_x;
374                 cy = julia_y;
375                 cz = julia_z;
376                 cw = julia_w;
377                 ox = (float)x / scale_x + offset_x;
378                 oy = (float)y / scale_y + offset_y;
379                 oz = (float)z / scale_z + offset_z;
380                 ow = slice_w;
381         } else {  // Mandelbrot set
382                 cx = (float)x / scale_x + offset_x;
383                 cy = (float)y / scale_y + offset_y;
384                 cz = (float)z / scale_z + offset_z;
385                 cw = slice_w;
386                 ox = 0.0f;
387                 oy = 0.0f;
388                 oz = 0.0f;
389                 ow = 0.0f;
390         }
391
392         for (u16 iter = 0; iter < iterations; iter++) {
393                 // 4D "Roundy" Mandelbrot set
394                 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
395                 float ny = 2.0f * (ox * oy + oz * ow) + cy;
396                 float nz = 2.0f * (ox * oz + oy * ow) + cz;
397                 float nw = 2.0f * (ox * ow + oy * oz) + cw;
398
399                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
400                         return false;
401
402                 ox = nx;
403                 oy = ny;
404                 oz = nz;
405                 ow = nw;
406         }
407
408         return true;
409 }
410
411
412 s16 MapgenFractal::generateTerrain()
413 {
414         MapNode n_air(CONTENT_AIR);
415         MapNode n_stone(c_stone);
416         MapNode n_water(c_water_source);
417
418         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
419         u32 index2d = 0;
420
421         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
422                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
423                         u32 vi = vm->m_area.index(node_min.X, y, z);
424                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
425                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
426                                         s16 seabed_height = noise_seabed->result[index2d];
427
428                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
429                                                 vm->m_data[vi] = n_stone;
430                                                 if (y > stone_surface_max_y)
431                                                         stone_surface_max_y = y;
432                                         } else if (y <= water_level) {
433                                                 vm->m_data[vi] = n_water;
434                                         } else {
435                                                 vm->m_data[vi] = n_air;
436                                         }
437                                 }
438                         }
439                         index2d -= ystride;
440                 }
441                 index2d += ystride;
442         }
443
444         return stone_surface_max_y;
445 }
446
447
448 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
449 {
450         v3s16 em = vm->m_area.getExtent();
451         u32 index = 0;
452         MgStoneType stone_type = STONE;
453
454         for (s16 z = node_min.Z; z <= node_max.Z; z++)
455         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
456                 Biome *biome = NULL;
457                 u16 depth_top = 0;
458                 u16 base_filler = 0;
459                 u16 depth_water_top = 0;
460                 u32 vi = vm->m_area.index(x, node_max.Y, z);
461
462                 // Check node at base of mapchunk above, either a node of a previously
463                 // generated mapchunk or if not, a node of overgenerated base terrain.
464                 content_t c_above = vm->m_data[vi + em.X].getContent();
465                 bool air_above = c_above == CONTENT_AIR;
466                 bool water_above = c_above == c_water_source;
467
468                 // If there is air or water above enable top/filler placement, otherwise force
469                 // nplaced to stone level by setting a number exceeding any possible filler depth.
470                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
471
472
473                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
474                         content_t c = vm->m_data[vi].getContent();
475
476                         // Biome is recalculated each time an upper surface is detected while
477                         // working down a column. The selected biome then remains in effect for
478                         // all nodes below until the next surface and biome recalculation.
479                         // Biome is recalculated:
480                         // 1. At the surface of stone below air or water.
481                         // 2. At the surface of water below air.
482                         // 3. When stone or water is detected but biome has not yet been calculated.
483                         if ((c == c_stone && (air_above || water_above || !biome)) ||
484                                         (c == c_water_source && (air_above || !biome))) {
485                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
486                                 depth_top = biome->depth_top;
487                                 base_filler = depth_top + biome->depth_filler;
488                                 depth_water_top = biome->depth_water_top;
489
490                                 // Detect stone type for dungeons during every biome calculation.
491                                 // This is more efficient than detecting per-node and will not
492                                 // miss any desert stone or sandstone biomes.
493                                 if (biome->c_stone == c_desert_stone)
494                                         stone_type = DESERT_STONE;
495                                 else if (biome->c_stone == c_sandstone)
496                                         stone_type = SANDSTONE;
497                         }
498
499                         if (c == c_stone) {
500                                 content_t c_below = vm->m_data[vi - em.X].getContent();
501
502                                 // If the node below isn't solid, make this node stone, so that
503                                 // any top/filler nodes above are structurally supported.
504                                 // This is done by aborting the cycle of top/filler placement
505                                 // immediately by forcing nplaced to stone level.
506                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
507                                         nplaced = U16_MAX;
508
509                                 if (nplaced < depth_top) {
510                                         vm->m_data[vi] = MapNode(biome->c_top);
511                                         nplaced++;
512                                 } else if (nplaced < base_filler) {
513                                         vm->m_data[vi] = MapNode(biome->c_filler);
514                                         nplaced++;
515                                 } else {
516                                         vm->m_data[vi] = MapNode(biome->c_stone);
517                                 }
518
519                                 air_above = false;
520                                 water_above = false;
521                         } else if (c == c_water_source) {
522                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
523                                                 biome->c_water_top : biome->c_water);
524                                 nplaced = 0;  // Enable top/filler placement for next surface
525                                 air_above = false;
526                                 water_above = true;
527                         } else if (c == CONTENT_AIR) {
528                                 nplaced = 0;  // Enable top/filler placement for next surface
529                                 air_above = true;
530                                 water_above = false;
531                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
532                                 nplaced = U16_MAX;  // Disable top/filler placement
533                                 air_above = false;
534                                 water_above = false;
535                         }
536
537                         vm->m_area.add_y(em, vi, -1);
538                 }
539         }
540
541         return stone_type;
542 }
543
544
545 void MapgenFractal::dustTopNodes()
546 {
547         if (node_max.Y < water_level)
548                 return;
549
550         v3s16 em = vm->m_area.getExtent();
551         u32 index = 0;
552
553         for (s16 z = node_min.Z; z <= node_max.Z; z++)
554         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
555                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
556
557                 if (biome->c_dust == CONTENT_IGNORE)
558                         continue;
559
560                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
561                 content_t c_full_max = vm->m_data[vi].getContent();
562                 s16 y_start;
563
564                 if (c_full_max == CONTENT_AIR) {
565                         y_start = full_node_max.Y - 1;
566                 } else if (c_full_max == CONTENT_IGNORE) {
567                         vi = vm->m_area.index(x, node_max.Y + 1, z);
568                         content_t c_max = vm->m_data[vi].getContent();
569
570                         if (c_max == CONTENT_AIR)
571                                 y_start = node_max.Y;
572                         else
573                                 continue;
574                 } else {
575                         continue;
576                 }
577
578                 vi = vm->m_area.index(x, y_start, z);
579                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
580                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
581                                 break;
582
583                         vm->m_area.add_y(em, vi, -1);
584                 }
585
586                 content_t c = vm->m_data[vi].getContent();
587                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
588                         vm->m_area.add_y(em, vi, 1);
589                         vm->m_data[vi] = MapNode(biome->c_dust);
590                 }
591         }
592 }
593
594
595 void MapgenFractal::generateCaves(s16 max_stone_y)
596 {
597         if (max_stone_y >= node_min.Y) {
598                 u32 index = 0;
599
600                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
601                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
602                         u32 vi = vm->m_area.index(node_min.X, y, z);
603                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
604                                 float d1 = contour(noise_cave1->result[index]);
605                                 float d2 = contour(noise_cave2->result[index]);
606                                 if (d1 * d2 > 0.3) {
607                                         content_t c = vm->m_data[vi].getContent();
608                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
609                                                 continue;
610
611                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
612                                 }
613                         }
614                 }
615         }
616
617         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
618                 return;
619
620         PseudoRandom ps(blockseed + 21343);
621         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
622         for (u32 i = 0; i < bruises_count; i++) {
623                 CaveFractal cave(this, &ps);
624                 cave.makeCave(node_min, node_max, max_stone_y);
625         }
626 }