Include backtrace in error message when LuaErrors occur
[minetest-c55.git] / src / mapgen_fractal.cpp
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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
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.
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.
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.
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"
43 FlagDesc flagdesc_mapgen_fractal[] = {
44 {"julia", MGFRACTAL_JULIA},
45 {NULL, 0}
48 ///////////////////////////////////////////////////////////////////////////////////////
51 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->bmgr = emerge->biomemgr;
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);
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;
67 MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68 this->spflags = sp->spflags;
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;
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;
84 //// 2D terrain noise
85 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
86 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
88 //// 3D terrain noise
89 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
90 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
92 //// Biome noise
93 noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
94 noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
95 noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
96 noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
98 //// Resolve nodes to be used
99 INodeDefManager *ndef = emerge->ndef;
101 c_stone = ndef->getId("mapgen_stone");
102 c_water_source = ndef->getId("mapgen_water_source");
103 c_lava_source = ndef->getId("mapgen_lava_source");
104 c_desert_stone = ndef->getId("mapgen_desert_stone");
105 c_ice = ndef->getId("mapgen_ice");
106 c_sandstone = ndef->getId("mapgen_sandstone");
108 c_cobble = ndef->getId("mapgen_cobble");
109 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
110 c_mossycobble = ndef->getId("mapgen_mossycobble");
111 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
112 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
114 if (c_ice == CONTENT_IGNORE)
115 c_ice = CONTENT_AIR;
116 if (c_mossycobble == CONTENT_IGNORE)
117 c_mossycobble = c_cobble;
118 if (c_stair_cobble == CONTENT_IGNORE)
119 c_stair_cobble = c_cobble;
120 if (c_sandstonebrick == CONTENT_IGNORE)
121 c_sandstonebrick = c_sandstone;
122 if (c_stair_sandstonebrick == CONTENT_IGNORE)
123 c_stair_sandstonebrick = c_sandstone;
127 MapgenFractal::~MapgenFractal()
129 delete noise_seabed;
130 delete noise_filler_depth;
131 delete noise_cave1;
132 delete noise_cave2;
134 delete noise_heat;
135 delete noise_humidity;
136 delete noise_heat_blend;
137 delete noise_humidity_blend;
139 delete[] heightmap;
140 delete[] biomemap;
144 MapgenFractalParams::MapgenFractalParams()
146 spflags = 0;
148 m_iterations = 9; // Mandelbrot set only
149 m_scale = v3f(1024.0, 256.0, 1024.0);
150 m_offset = v3f(1.75, 0.0, 0.0);
151 m_slice_w = 0.0;
153 j_iterations = 9; // Julia set only
154 j_scale = v3f(2048.0, 512.0, 2048.0);
155 j_offset = v3f(0.0, 1.0, 0.0);
156 j_slice_w = 0.0;
157 julia_x = 0.33;
158 julia_y = 0.33;
159 julia_z = 0.33;
160 julia_w = 0.33;
162 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
163 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
164 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
165 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
169 void MapgenFractalParams::readParams(const Settings *settings)
171 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
173 settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
174 settings->getV3FNoEx("mgfractal_m_scale", m_scale);
175 settings->getV3FNoEx("mgfractal_m_offset", m_offset);
176 settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
178 settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
179 settings->getV3FNoEx("mgfractal_j_scale", j_scale);
180 settings->getV3FNoEx("mgfractal_j_offset", j_offset);
181 settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
182 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
183 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
184 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
185 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
187 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
188 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
189 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
190 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
194 void MapgenFractalParams::writeParams(Settings *settings) const
196 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
198 settings->setU16("mgfractal_m_iterations", m_iterations);
199 settings->setV3F("mgfractal_m_scale", m_scale);
200 settings->setV3F("mgfractal_m_offset", m_offset);
201 settings->setFloat("mgfractal_m_slice_w", m_slice_w);
203 settings->setU16("mgfractal_j_iterations", j_iterations);
204 settings->setV3F("mgfractal_j_scale", j_scale);
205 settings->setV3F("mgfractal_j_offset", j_offset);
206 settings->setFloat("mgfractal_j_slice_w", j_slice_w);
207 settings->setFloat("mgfractal_julia_x", julia_x);
208 settings->setFloat("mgfractal_julia_y", julia_y);
209 settings->setFloat("mgfractal_julia_z", julia_z);
210 settings->setFloat("mgfractal_julia_w", julia_w);
212 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
213 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
214 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
215 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
219 /////////////////////////////////////////////////////////////////
222 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
224 s16 search_start = 128;
225 s16 search_end = -128;
227 for (s16 y = search_start; y >= search_end; y--) {
228 if (getFractalAtPoint(p.X, y, p.Y))
229 return y;
232 return -MAX_MAP_GENERATION_LIMIT;
236 void MapgenFractal::makeChunk(BlockMakeData *data)
238 // Pre-conditions
239 assert(data->vmanip);
240 assert(data->nodedef);
241 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
242 data->blockpos_requested.Y >= data->blockpos_min.Y &&
243 data->blockpos_requested.Z >= data->blockpos_min.Z);
244 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
245 data->blockpos_requested.Y <= data->blockpos_max.Y &&
246 data->blockpos_requested.Z <= data->blockpos_max.Z);
248 this->generating = true;
249 this->vm = data->vmanip;
250 this->ndef = data->nodedef;
251 TimeTaker t("makeChunk");
253 v3s16 blockpos_min = data->blockpos_min;
254 v3s16 blockpos_max = data->blockpos_max;
255 node_min = blockpos_min * MAP_BLOCKSIZE;
256 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
257 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
258 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
260 blockseed = getBlockSeed2(full_node_min, seed);
262 // Make some noise
263 calculateNoise();
265 // Generate base terrain, mountains, and ridges with initial heightmaps
266 s16 stone_surface_max_y = generateTerrain();
268 // Create heightmap
269 updateHeightmap(node_min, node_max);
271 // Create biomemap at heightmap surface
272 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
273 noise_humidity->result, heightmap, biomemap);
275 // Actually place the biome-specific nodes
276 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
278 if (flags & MG_CAVES)
279 generateCaves(stone_surface_max_y);
281 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
282 DungeonParams dp;
284 dp.np_rarity = nparams_dungeon_rarity;
285 dp.np_density = nparams_dungeon_density;
286 dp.np_wetness = nparams_dungeon_wetness;
287 dp.c_water = c_water_source;
288 if (stone_type == STONE) {
289 dp.c_cobble = c_cobble;
290 dp.c_moss = c_mossycobble;
291 dp.c_stair = c_stair_cobble;
293 dp.diagonal_dirs = false;
294 dp.mossratio = 3.0;
295 dp.holesize = v3s16(1, 2, 1);
296 dp.roomsize = v3s16(0, 0, 0);
297 dp.notifytype = GENNOTIFY_DUNGEON;
298 } else if (stone_type == DESERT_STONE) {
299 dp.c_cobble = c_desert_stone;
300 dp.c_moss = c_desert_stone;
301 dp.c_stair = c_desert_stone;
303 dp.diagonal_dirs = true;
304 dp.mossratio = 0.0;
305 dp.holesize = v3s16(2, 3, 2);
306 dp.roomsize = v3s16(2, 5, 2);
307 dp.notifytype = GENNOTIFY_TEMPLE;
308 } else if (stone_type == SANDSTONE) {
309 dp.c_cobble = c_sandstonebrick;
310 dp.c_moss = c_sandstonebrick;
311 dp.c_stair = c_sandstonebrick;
313 dp.diagonal_dirs = false;
314 dp.mossratio = 0.0;
315 dp.holesize = v3s16(2, 2, 2);
316 dp.roomsize = v3s16(2, 0, 2);
317 dp.notifytype = GENNOTIFY_DUNGEON;
320 DungeonGen dgen(this, &dp);
321 dgen.generate(blockseed, full_node_min, full_node_max);
324 // Generate the registered decorations
325 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
327 // Generate the registered ores
328 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
330 // Sprinkle some dust on top after everything else was generated
331 dustTopNodes();
333 printf("makeChunk: %dms\n", t.stop());
335 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
337 if (flags & MG_LIGHT)
338 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
339 full_node_min, full_node_max);
341 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
342 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
344 this->generating = false;
348 void MapgenFractal::calculateNoise()
350 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
351 int x = node_min.X;
352 int y = node_min.Y - 1;
353 int z = node_min.Z;
355 noise_seabed->perlinMap2D(x, z);
356 noise_filler_depth->perlinMap2D(x, z);
358 if (flags & MG_CAVES) {
359 noise_cave1->perlinMap3D(x, y, z);
360 noise_cave2->perlinMap3D(x, y, z);
363 noise_heat->perlinMap2D(x, z);
364 noise_humidity->perlinMap2D(x, z);
365 noise_heat_blend->perlinMap2D(x, z);
366 noise_humidity_blend->perlinMap2D(x, z);
368 for (s32 i = 0; i < csize.X * csize.Z; i++) {
369 noise_heat->result[i] += noise_heat_blend->result[i];
370 noise_humidity->result[i] += noise_humidity_blend->result[i];
373 heatmap = noise_heat->result;
374 humidmap = noise_humidity->result;
375 //printf("calculateNoise: %dus\n", t.stop());
379 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
381 float cx, cy, cz, cw, ox, oy, oz, ow;
383 if (spflags & MGFRACTAL_JULIA) { // Julia set
384 cx = julia_x;
385 cy = julia_y;
386 cz = julia_z;
387 cw = julia_w;
388 ox = (float)x / j_scale.X - j_offset.X;
389 oy = (float)y / j_scale.Y - j_offset.Y;
390 oz = (float)z / j_scale.Z - j_offset.Z;
391 ow = j_slice_w;
392 } else { // Mandelbrot set
393 cx = (float)x / m_scale.X - m_offset.X;
394 cy = (float)y / m_scale.Y - m_offset.Y;
395 cz = (float)z / m_scale.Z - m_offset.Z;
396 cw = m_slice_w;
397 ox = 0.0f;
398 oy = 0.0f;
399 oz = 0.0f;
400 ow = 0.0f;
403 u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
405 for (u16 iter = 0; iter < iterations; iter++) {
406 // 4D "Roundy" Mandelbrot set
407 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
408 float ny = 2.0f * (ox * oy + oz * ow) + cy;
409 float nz = 2.0f * (ox * oz + oy * ow) + cz;
410 float nw = 2.0f * (ox * ow + oy * oz) + cw;
412 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
413 return false;
415 ox = nx;
416 oy = ny;
417 oz = nz;
418 ow = nw;
421 return true;
425 s16 MapgenFractal::generateTerrain()
427 MapNode n_air(CONTENT_AIR);
428 MapNode n_stone(c_stone);
429 MapNode n_water(c_water_source);
431 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
432 u32 index2d = 0;
434 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
435 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
436 u32 vi = vm->m_area.index(node_min.X, y, z);
437 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
438 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
439 s16 seabed_height = noise_seabed->result[index2d];
441 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
442 vm->m_data[vi] = n_stone;
443 if (y > stone_surface_max_y)
444 stone_surface_max_y = y;
445 } else if (y <= water_level) {
446 vm->m_data[vi] = n_water;
447 } else {
448 vm->m_data[vi] = n_air;
452 index2d -= ystride;
454 index2d += ystride;
457 return stone_surface_max_y;
461 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
463 v3s16 em = vm->m_area.getExtent();
464 u32 index = 0;
465 MgStoneType stone_type = STONE;
467 for (s16 z = node_min.Z; z <= node_max.Z; z++)
468 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
469 Biome *biome = NULL;
470 u16 depth_top = 0;
471 u16 base_filler = 0;
472 u16 depth_water_top = 0;
473 u32 vi = vm->m_area.index(x, node_max.Y, z);
475 // Check node at base of mapchunk above, either a node of a previously
476 // generated mapchunk or if not, a node of overgenerated base terrain.
477 content_t c_above = vm->m_data[vi + em.X].getContent();
478 bool air_above = c_above == CONTENT_AIR;
479 bool water_above = c_above == c_water_source;
481 // If there is air or water above enable top/filler placement, otherwise force
482 // nplaced to stone level by setting a number exceeding any possible filler depth.
483 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
486 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
487 content_t c = vm->m_data[vi].getContent();
489 // Biome is recalculated each time an upper surface is detected while
490 // working down a column. The selected biome then remains in effect for
491 // all nodes below until the next surface and biome recalculation.
492 // Biome is recalculated:
493 // 1. At the surface of stone below air or water.
494 // 2. At the surface of water below air.
495 // 3. When stone or water is detected but biome has not yet been calculated.
496 if ((c == c_stone && (air_above || water_above || !biome)) ||
497 (c == c_water_source && (air_above || !biome))) {
498 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
499 depth_top = biome->depth_top;
500 base_filler = MYMAX(depth_top + biome->depth_filler
501 + noise_filler_depth->result[index], 0);
502 depth_water_top = biome->depth_water_top;
504 // Detect stone type for dungeons during every biome calculation.
505 // This is more efficient than detecting per-node and will not
506 // miss any desert stone or sandstone biomes.
507 if (biome->c_stone == c_desert_stone)
508 stone_type = DESERT_STONE;
509 else if (biome->c_stone == c_sandstone)
510 stone_type = SANDSTONE;
513 if (c == c_stone) {
514 content_t c_below = vm->m_data[vi - em.X].getContent();
516 // If the node below isn't solid, make this node stone, so that
517 // any top/filler nodes above are structurally supported.
518 // This is done by aborting the cycle of top/filler placement
519 // immediately by forcing nplaced to stone level.
520 if (c_below == CONTENT_AIR || c_below == c_water_source)
521 nplaced = U16_MAX;
523 if (nplaced < depth_top) {
524 vm->m_data[vi] = MapNode(biome->c_top);
525 nplaced++;
526 } else if (nplaced < base_filler) {
527 vm->m_data[vi] = MapNode(biome->c_filler);
528 nplaced++;
529 } else {
530 vm->m_data[vi] = MapNode(biome->c_stone);
533 air_above = false;
534 water_above = false;
535 } else if (c == c_water_source) {
536 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
537 biome->c_water_top : biome->c_water);
538 nplaced = 0; // Enable top/filler placement for next surface
539 air_above = false;
540 water_above = true;
541 } else if (c == CONTENT_AIR) {
542 nplaced = 0; // Enable top/filler placement for next surface
543 air_above = true;
544 water_above = false;
545 } else { // Possible various nodes overgenerated from neighbouring mapchunks
546 nplaced = U16_MAX; // Disable top/filler placement
547 air_above = false;
548 water_above = false;
551 vm->m_area.add_y(em, vi, -1);
555 return stone_type;
559 void MapgenFractal::dustTopNodes()
561 if (node_max.Y < water_level)
562 return;
564 v3s16 em = vm->m_area.getExtent();
565 u32 index = 0;
567 for (s16 z = node_min.Z; z <= node_max.Z; z++)
568 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
569 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
571 if (biome->c_dust == CONTENT_IGNORE)
572 continue;
574 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
575 content_t c_full_max = vm->m_data[vi].getContent();
576 s16 y_start;
578 if (c_full_max == CONTENT_AIR) {
579 y_start = full_node_max.Y - 1;
580 } else if (c_full_max == CONTENT_IGNORE) {
581 vi = vm->m_area.index(x, node_max.Y + 1, z);
582 content_t c_max = vm->m_data[vi].getContent();
584 if (c_max == CONTENT_AIR)
585 y_start = node_max.Y;
586 else
587 continue;
588 } else {
589 continue;
592 vi = vm->m_area.index(x, y_start, z);
593 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
594 if (vm->m_data[vi].getContent() != CONTENT_AIR)
595 break;
597 vm->m_area.add_y(em, vi, -1);
600 content_t c = vm->m_data[vi].getContent();
601 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
602 vm->m_area.add_y(em, vi, 1);
603 vm->m_data[vi] = MapNode(biome->c_dust);
609 void MapgenFractal::generateCaves(s16 max_stone_y)
611 if (max_stone_y >= node_min.Y) {
612 u32 index = 0;
614 for (s16 z = node_min.Z; z <= node_max.Z; z++)
615 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
616 u32 vi = vm->m_area.index(node_min.X, y, z);
617 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
618 float d1 = contour(noise_cave1->result[index]);
619 float d2 = contour(noise_cave2->result[index]);
620 if (d1 * d2 > 0.4f) {
621 content_t c = vm->m_data[vi].getContent();
622 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
623 continue;
625 vm->m_data[vi] = MapNode(CONTENT_AIR);
631 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
632 return;
634 PseudoRandom ps(blockseed + 21343);
635 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
636 for (u32 i = 0; i < bruises_count; i++) {
637 CaveFractal cave(this, &ps);
638 cave.makeCave(node_min, node_max, max_stone_y);