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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 #include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
43 FlagDesc flagdesc_mapgen_fractal
[] = {
44 {"julia", MGFRACTAL_JULIA
},
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
];
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
;
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
);
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
);
93 noise_heat
= new Noise(¶ms
->np_biome_heat
, seed
, csize
.X
, csize
.Z
);
94 noise_humidity
= new Noise(¶ms
->np_biome_humidity
, seed
, csize
.X
, csize
.Z
);
95 noise_heat_blend
= new Noise(¶ms
->np_biome_heat_blend
, seed
, csize
.X
, csize
.Z
);
96 noise_humidity_blend
= new Noise(¶ms
->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
)
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()
130 delete noise_filler_depth
;
135 delete noise_humidity
;
136 delete noise_heat_blend
;
137 delete noise_humidity_blend
;
144 MapgenFractalParams::MapgenFractalParams()
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);
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);
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
))
232 return -MAX_MAP_GENERATION_LIMIT
;
236 void MapgenFractal::makeChunk(BlockMakeData
*data
)
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
);
265 // Generate base terrain, mountains, and ridges with initial heightmaps
266 s16 stone_surface_max_y
= generateTerrain();
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
)) {
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;
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;
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;
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
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);
352 int y
= node_min
.Y
- 1;
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
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
;
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
;
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
)
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
;
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
;
448 vm
->m_data
[vi
] = n_air
;
457 return stone_surface_max_y
;
461 MgStoneType
MapgenFractal::generateBiomes(float *heat_map
, float *humidity_map
)
463 v3s16 em
= vm
->m_area
.getExtent();
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
++) {
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
;
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
)
523 if (nplaced
< depth_top
) {
524 vm
->m_data
[vi
] = MapNode(biome
->c_top
);
526 } else if (nplaced
< base_filler
) {
527 vm
->m_data
[vi
] = MapNode(biome
->c_filler
);
530 vm
->m_data
[vi
] = MapNode(biome
->c_stone
);
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
541 } else if (c
== CONTENT_AIR
) {
542 nplaced
= 0; // Enable top/filler placement for next surface
545 } else { // Possible various nodes overgenerated from neighbouring mapchunks
546 nplaced
= U16_MAX
; // Disable top/filler placement
551 vm
->m_area
.add_y(em
, vi
, -1);
559 void MapgenFractal::dustTopNodes()
561 if (node_max
.Y
< water_level
)
564 v3s16 em
= vm
->m_area
.getExtent();
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
)
574 u32 vi
= vm
->m_area
.index(x
, full_node_max
.Y
, z
);
575 content_t c_full_max
= vm
->m_data
[vi
].getContent();
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
;
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
)
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
) {
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
)
625 vm
->m_data
[vi
] = MapNode(CONTENT_AIR
);
631 if (node_max
.Y
> MGFRACTAL_LARGE_CAVE_DEPTH
)
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
);