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Mgfractal: Independent iterations and scale parameters
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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 "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
41
42
43 FlagDesc flagdesc_mapgen_fractal[] = {
44         {"julia", MGFRACTAL_JULIA},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52         : Mapgen(mapgenid, params, emerge)
53 {
54         this->m_emerge = emerge;
55         this->bmgr     = emerge->biomemgr;
56
57         //// amount of elements to skip for the next index
58         //// for noise/height/biome maps (not vmanip)
59         this->ystride = csize.X;
60         this->zstride = csize.X * (csize.Y + 2);
61
62         this->biomemap        = new u8[csize.X * csize.Z];
63         this->heightmap       = new s16[csize.X * csize.Z];
64         this->heatmap         = NULL;
65         this->humidmap        = NULL;
66
67         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68         this->spflags = sp->spflags;
69
70         this->m_iterations = sp->m_iterations;
71         this->m_scale = sp->m_scale;
72         this->m_offset = sp->m_offset;
73         this->m_slice_w = sp->m_slice_w;
74
75         this->j_iterations = sp->j_iterations;
76         this->j_scale = sp->j_scale;
77         this->j_offset = sp->j_offset;
78         this->j_slice_w = sp->j_slice_w;
79         this->julia_x = sp->julia_x;
80         this->julia_y = sp->julia_y;
81         this->julia_z = sp->julia_z;
82         this->julia_w = sp->julia_w;
83
84         //// 2D terrain noise
85         noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
86
87         //// 3D terrain noise
88         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
89         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
90
91         //// Biome noise
92         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
93         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
94         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
95         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
96
97         //// Resolve nodes to be used
98         INodeDefManager *ndef = emerge->ndef;
99
100         c_stone                = ndef->getId("mapgen_stone");
101         c_water_source         = ndef->getId("mapgen_water_source");
102         c_lava_source          = ndef->getId("mapgen_lava_source");
103         c_desert_stone         = ndef->getId("mapgen_desert_stone");
104         c_ice                  = ndef->getId("mapgen_ice");
105         c_sandstone            = ndef->getId("mapgen_sandstone");
106
107         c_cobble               = ndef->getId("mapgen_cobble");
108         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
109         c_mossycobble          = ndef->getId("mapgen_mossycobble");
110         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
111         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
112
113         if (c_ice == CONTENT_IGNORE)
114                 c_ice = CONTENT_AIR;
115         if (c_mossycobble == CONTENT_IGNORE)
116                 c_mossycobble = c_cobble;
117         if (c_stair_cobble == CONTENT_IGNORE)
118                 c_stair_cobble = c_cobble;
119         if (c_sandstonebrick == CONTENT_IGNORE)
120                 c_sandstonebrick = c_sandstone;
121         if (c_stair_sandstonebrick == CONTENT_IGNORE)
122                 c_stair_sandstonebrick = c_sandstone;
123 }
124
125
126 MapgenFractal::~MapgenFractal()
127 {
128         delete noise_seabed;
129
130         delete noise_cave1;
131         delete noise_cave2;
132
133         delete noise_heat;
134         delete noise_humidity;
135         delete noise_heat_blend;
136         delete noise_humidity_blend;
137
138         delete[] heightmap;
139         delete[] biomemap;
140 }
141
142
143 MapgenFractalParams::MapgenFractalParams()
144 {
145         spflags = 0;
146
147         m_iterations = 9;  // Mandelbrot set only
148         m_scale = v3f(1024.0, 256.0, 1024.0);
149         m_offset = v3f(1.75, 0.0, 0.0);
150         m_slice_w = 0.0;
151
152         j_iterations = 9;  // Julia set only
153         j_scale = v3f(2048.0, 512.0, 2048.0);
154         j_offset = v3f(0.0, 1.0, 0.0);
155         j_slice_w = 0.0;
156         julia_x = 0.33;
157         julia_y = 0.33;
158         julia_z = 0.33;
159         julia_w = 0.33;
160
161         np_seabed = NoiseParams(-14, 9,  v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
162         np_cave1  = NoiseParams(0,   12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
163         np_cave2  = NoiseParams(0,   12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
164 }
165
166
167 void MapgenFractalParams::readParams(const Settings *settings)
168 {
169         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
170
171         settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
172         settings->getV3FNoEx("mgfractal_m_scale", m_scale);
173         settings->getV3FNoEx("mgfractal_m_offset", m_offset);
174         settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
175
176         settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
177         settings->getV3FNoEx("mgfractal_j_scale", j_scale);
178         settings->getV3FNoEx("mgfractal_j_offset", j_offset);
179         settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
180         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
181         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
182         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
183         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
184
185         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
186         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
187         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
188 }
189
190
191 void MapgenFractalParams::writeParams(Settings *settings) const
192 {
193         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
194
195         settings->setU16("mgfractal_m_iterations", m_iterations);
196         settings->setV3F("mgfractal_m_scale", m_scale);
197         settings->setV3F("mgfractal_m_offset", m_offset);
198         settings->setFloat("mgfractal_m_slice_w", m_slice_w);
199
200         settings->setU16("mgfractal_j_iterations", j_iterations);
201         settings->setV3F("mgfractal_j_scale", j_scale);
202         settings->setV3F("mgfractal_j_offset", j_offset);
203         settings->setFloat("mgfractal_j_slice_w", j_slice_w);
204         settings->setFloat("mgfractal_julia_x", julia_x);
205         settings->setFloat("mgfractal_julia_y", julia_y);
206         settings->setFloat("mgfractal_julia_z", julia_z);
207         settings->setFloat("mgfractal_julia_w", julia_w);
208
209         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
210         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
211         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
212 }
213
214
215 /////////////////////////////////////////////////////////////////
216
217
218 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
219 {
220         s16 search_start = 128;
221         s16 search_end = -128;
222
223         for (s16 y = search_start; y >= search_end; y--) {
224                 if (getFractalAtPoint(p.X, y, p.Y))
225                         return y;
226         }
227
228         return -MAX_MAP_GENERATION_LIMIT;
229 }
230
231
232 void MapgenFractal::makeChunk(BlockMakeData *data)
233 {
234         // Pre-conditions
235         assert(data->vmanip);
236         assert(data->nodedef);
237         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
238                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
239                 data->blockpos_requested.Z >= data->blockpos_min.Z);
240         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
241                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
242                 data->blockpos_requested.Z <= data->blockpos_max.Z);
243
244         this->generating = true;
245         this->vm   = data->vmanip;
246         this->ndef = data->nodedef;
247         TimeTaker t("makeChunk");
248
249         v3s16 blockpos_min = data->blockpos_min;
250         v3s16 blockpos_max = data->blockpos_max;
251         node_min = blockpos_min * MAP_BLOCKSIZE;
252         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
254         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
255
256         blockseed = getBlockSeed2(full_node_min, seed);
257
258         // Make some noise
259         calculateNoise();
260
261         // Generate base terrain, mountains, and ridges with initial heightmaps
262         s16 stone_surface_max_y = generateTerrain();
263
264         // Create heightmap
265         updateHeightmap(node_min, node_max);
266
267         // Create biomemap at heightmap surface
268         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
269                 noise_humidity->result, heightmap, biomemap);
270
271         // Actually place the biome-specific nodes
272         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
273
274         if (flags & MG_CAVES)
275                 generateCaves(stone_surface_max_y);
276
277         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
278                 DungeonParams dp;
279
280                 dp.np_rarity  = nparams_dungeon_rarity;
281                 dp.np_density = nparams_dungeon_density;
282                 dp.np_wetness = nparams_dungeon_wetness;
283                 dp.c_water    = c_water_source;
284                 if (stone_type == STONE) {
285                         dp.c_cobble = c_cobble;
286                         dp.c_moss   = c_mossycobble;
287                         dp.c_stair  = c_stair_cobble;
288
289                         dp.diagonal_dirs = false;
290                         dp.mossratio     = 3.0;
291                         dp.holesize      = v3s16(1, 2, 1);
292                         dp.roomsize      = v3s16(0, 0, 0);
293                         dp.notifytype    = GENNOTIFY_DUNGEON;
294                 } else if (stone_type == DESERT_STONE) {
295                         dp.c_cobble = c_desert_stone;
296                         dp.c_moss   = c_desert_stone;
297                         dp.c_stair  = c_desert_stone;
298
299                         dp.diagonal_dirs = true;
300                         dp.mossratio     = 0.0;
301                         dp.holesize      = v3s16(2, 3, 2);
302                         dp.roomsize      = v3s16(2, 5, 2);
303                         dp.notifytype    = GENNOTIFY_TEMPLE;
304                 } else if (stone_type == SANDSTONE) {
305                         dp.c_cobble = c_sandstonebrick;
306                         dp.c_moss   = c_sandstonebrick;
307                         dp.c_stair  = c_sandstonebrick;
308
309                         dp.diagonal_dirs = false;
310                         dp.mossratio     = 0.0;
311                         dp.holesize      = v3s16(2, 2, 2);
312                         dp.roomsize      = v3s16(2, 0, 2);
313                         dp.notifytype    = GENNOTIFY_DUNGEON;
314                 }
315
316                 DungeonGen dgen(this, &dp);
317                 dgen.generate(blockseed, full_node_min, full_node_max);
318         }
319
320         // Generate the registered decorations
321         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
322
323         // Generate the registered ores
324         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
325
326         // Sprinkle some dust on top after everything else was generated
327         dustTopNodes();
328
329         printf("makeChunk: %dms\n", t.stop());
330
331         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
332
333         if (flags & MG_LIGHT)
334                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
335                         full_node_min, full_node_max);
336
337         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
338         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
339
340         this->generating = false;
341 }
342
343
344 void MapgenFractal::calculateNoise()
345 {
346         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
347         int x = node_min.X;
348         int y = node_min.Y - 1;
349         int z = node_min.Z;
350
351         noise_seabed->perlinMap2D(x, z);
352
353         if (flags & MG_CAVES) {
354                 noise_cave1->perlinMap3D(x, y, z);
355                 noise_cave2->perlinMap3D(x, y, z);
356         }
357
358         noise_heat->perlinMap2D(x, z);
359         noise_humidity->perlinMap2D(x, z);
360         noise_heat_blend->perlinMap2D(x, z);
361         noise_humidity_blend->perlinMap2D(x, z);
362
363         for (s32 i = 0; i < csize.X * csize.Z; i++) {
364                 noise_heat->result[i] += noise_heat_blend->result[i];
365                 noise_humidity->result[i] += noise_humidity_blend->result[i];
366         }
367
368         heatmap = noise_heat->result;
369         humidmap = noise_humidity->result;
370         //printf("calculateNoise: %dus\n", t.stop());
371 }
372
373
374 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
375 {
376         float cx, cy, cz, cw, ox, oy, oz, ow;
377
378         if (spflags & MGFRACTAL_JULIA) {  // Julia set
379                 cx = julia_x;
380                 cy = julia_y;
381                 cz = julia_z;
382                 cw = julia_w;
383                 ox = (float)x / j_scale.X - j_offset.X;
384                 oy = (float)y / j_scale.Y - j_offset.Y;
385                 oz = (float)z / j_scale.Z - j_offset.Z;
386                 ow = j_slice_w;
387         } else {  // Mandelbrot set
388                 cx = (float)x / m_scale.X - m_offset.X;
389                 cy = (float)y / m_scale.Y - m_offset.Y;
390                 cz = (float)z / m_scale.Z - m_offset.Z;
391                 cw = m_slice_w;
392                 ox = 0.0f;
393                 oy = 0.0f;
394                 oz = 0.0f;
395                 ow = 0.0f;
396         }
397
398         u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
399
400         for (u16 iter = 0; iter < iterations; iter++) {
401                 // 4D "Roundy" Mandelbrot set
402                 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
403                 float ny = 2.0f * (ox * oy + oz * ow) + cy;
404                 float nz = 2.0f * (ox * oz + oy * ow) + cz;
405                 float nw = 2.0f * (ox * ow + oy * oz) + cw;
406
407                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
408                         return false;
409
410                 ox = nx;
411                 oy = ny;
412                 oz = nz;
413                 ow = nw;
414         }
415
416         return true;
417 }
418
419
420 s16 MapgenFractal::generateTerrain()
421 {
422         MapNode n_air(CONTENT_AIR);
423         MapNode n_stone(c_stone);
424         MapNode n_water(c_water_source);
425
426         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
427         u32 index2d = 0;
428
429         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
430                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
431                         u32 vi = vm->m_area.index(node_min.X, y, z);
432                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
433                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
434                                         s16 seabed_height = noise_seabed->result[index2d];
435
436                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
437                                                 vm->m_data[vi] = n_stone;
438                                                 if (y > stone_surface_max_y)
439                                                         stone_surface_max_y = y;
440                                         } else if (y <= water_level) {
441                                                 vm->m_data[vi] = n_water;
442                                         } else {
443                                                 vm->m_data[vi] = n_air;
444                                         }
445                                 }
446                         }
447                         index2d -= ystride;
448                 }
449                 index2d += ystride;
450         }
451
452         return stone_surface_max_y;
453 }
454
455
456 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
457 {
458         v3s16 em = vm->m_area.getExtent();
459         u32 index = 0;
460         MgStoneType stone_type = STONE;
461
462         for (s16 z = node_min.Z; z <= node_max.Z; z++)
463         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
464                 Biome *biome = NULL;
465                 u16 depth_top = 0;
466                 u16 base_filler = 0;
467                 u16 depth_water_top = 0;
468                 u32 vi = vm->m_area.index(x, node_max.Y, z);
469
470                 // Check node at base of mapchunk above, either a node of a previously
471                 // generated mapchunk or if not, a node of overgenerated base terrain.
472                 content_t c_above = vm->m_data[vi + em.X].getContent();
473                 bool air_above = c_above == CONTENT_AIR;
474                 bool water_above = c_above == c_water_source;
475
476                 // If there is air or water above enable top/filler placement, otherwise force
477                 // nplaced to stone level by setting a number exceeding any possible filler depth.
478                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
479
480
481                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
482                         content_t c = vm->m_data[vi].getContent();
483
484                         // Biome is recalculated each time an upper surface is detected while
485                         // working down a column. The selected biome then remains in effect for
486                         // all nodes below until the next surface and biome recalculation.
487                         // Biome is recalculated:
488                         // 1. At the surface of stone below air or water.
489                         // 2. At the surface of water below air.
490                         // 3. When stone or water is detected but biome has not yet been calculated.
491                         if ((c == c_stone && (air_above || water_above || !biome)) ||
492                                         (c == c_water_source && (air_above || !biome))) {
493                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
494                                 depth_top = biome->depth_top;
495                                 base_filler = depth_top + biome->depth_filler;
496                                 depth_water_top = biome->depth_water_top;
497
498                                 // Detect stone type for dungeons during every biome calculation.
499                                 // This is more efficient than detecting per-node and will not
500                                 // miss any desert stone or sandstone biomes.
501                                 if (biome->c_stone == c_desert_stone)
502                                         stone_type = DESERT_STONE;
503                                 else if (biome->c_stone == c_sandstone)
504                                         stone_type = SANDSTONE;
505                         }
506
507                         if (c == c_stone) {
508                                 content_t c_below = vm->m_data[vi - em.X].getContent();
509
510                                 // If the node below isn't solid, make this node stone, so that
511                                 // any top/filler nodes above are structurally supported.
512                                 // This is done by aborting the cycle of top/filler placement
513                                 // immediately by forcing nplaced to stone level.
514                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
515                                         nplaced = U16_MAX;
516
517                                 if (nplaced < depth_top) {
518                                         vm->m_data[vi] = MapNode(biome->c_top);
519                                         nplaced++;
520                                 } else if (nplaced < base_filler) {
521                                         vm->m_data[vi] = MapNode(biome->c_filler);
522                                         nplaced++;
523                                 } else {
524                                         vm->m_data[vi] = MapNode(biome->c_stone);
525                                 }
526
527                                 air_above = false;
528                                 water_above = false;
529                         } else if (c == c_water_source) {
530                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
531                                                 biome->c_water_top : biome->c_water);
532                                 nplaced = 0;  // Enable top/filler placement for next surface
533                                 air_above = false;
534                                 water_above = true;
535                         } else if (c == CONTENT_AIR) {
536                                 nplaced = 0;  // Enable top/filler placement for next surface
537                                 air_above = true;
538                                 water_above = false;
539                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
540                                 nplaced = U16_MAX;  // Disable top/filler placement
541                                 air_above = false;
542                                 water_above = false;
543                         }
544
545                         vm->m_area.add_y(em, vi, -1);
546                 }
547         }
548
549         return stone_type;
550 }
551
552
553 void MapgenFractal::dustTopNodes()
554 {
555         if (node_max.Y < water_level)
556                 return;
557
558         v3s16 em = vm->m_area.getExtent();
559         u32 index = 0;
560
561         for (s16 z = node_min.Z; z <= node_max.Z; z++)
562         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
563                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
564
565                 if (biome->c_dust == CONTENT_IGNORE)
566                         continue;
567
568                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
569                 content_t c_full_max = vm->m_data[vi].getContent();
570                 s16 y_start;
571
572                 if (c_full_max == CONTENT_AIR) {
573                         y_start = full_node_max.Y - 1;
574                 } else if (c_full_max == CONTENT_IGNORE) {
575                         vi = vm->m_area.index(x, node_max.Y + 1, z);
576                         content_t c_max = vm->m_data[vi].getContent();
577
578                         if (c_max == CONTENT_AIR)
579                                 y_start = node_max.Y;
580                         else
581                                 continue;
582                 } else {
583                         continue;
584                 }
585
586                 vi = vm->m_area.index(x, y_start, z);
587                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
588                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
589                                 break;
590
591                         vm->m_area.add_y(em, vi, -1);
592                 }
593
594                 content_t c = vm->m_data[vi].getContent();
595                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
596                         vm->m_area.add_y(em, vi, 1);
597                         vm->m_data[vi] = MapNode(biome->c_dust);
598                 }
599         }
600 }
601
602
603 void MapgenFractal::generateCaves(s16 max_stone_y)
604 {
605         if (max_stone_y >= node_min.Y) {
606                 u32 index = 0;
607
608                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
609                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
610                         u32 vi = vm->m_area.index(node_min.X, y, z);
611                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
612                                 float d1 = contour(noise_cave1->result[index]);
613                                 float d2 = contour(noise_cave2->result[index]);
614                                 if (d1 * d2 > 0.4f) {
615                                         content_t c = vm->m_data[vi].getContent();
616                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
617                                                 continue;
618
619                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
620                                 }
621                         }
622                 }
623         }
624
625         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
626                 return;
627
628         PseudoRandom ps(blockseed + 21343);
629         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
630         for (u32 i = 0; i < bruises_count; i++) {
631                 CaveFractal cave(this, &ps);
632                 cave.makeCave(node_min, node_max, max_stone_y);
633         }
634 }