/po/fr/

' title='Atom feed' href='https://git.bananach.space/minetest.git/atom/src/mapgen_v7.cpp?h=release' type='application/atom+xml'/>
aboutsummaryrefslogtreecommitdiff
path: root/src/mapgen_v7.cpp
blob: a9547fdb0a28a946fbb673fb4ffcc1736aff8db5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/


#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"


FlagDesc flagdesc_mapgen_v7[] = {
	{"mountains", MGV7_MOUNTAINS},
	{"ridges",    MGV7_RIDGES},
	{NULL,        0}
};

///////////////////////////////////////////////////////////////////////////////


MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
	this->generating  = false;
	this->id     = mapgenid;
	this->emerge = emerge;
	this->bmgr   = emerge->biomedef;

	this->seed        = (int)params->seed;
	this->water_level = params->water_level;
	this->flags       = params->flags;
	this->gennotify   = emerge->gennotify;

	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;

	// amount of elements to skip for the next index
	// for noise/height/biome maps (not vmanip)
	this->ystride = csize.X;
	this->zstride = csize.X * csize.Y;

	this->biomemap  = new u8[csize.X * csize.Z];
	this->heightmap = new s16[csize.X * csize.Z];
	this->ridge_heightmap = new s16[csize.X * csize.Z];

	MapgenV7Params *sp = (MapgenV7Params *)params->sparams;

	// Terrain noise
	noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
	noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
	noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
	noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
	noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
	noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
	noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);

	// 3d terrain noise
	noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
	noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);

	// Biome noise
	noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
	noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);	
}


MapgenV7::~MapgenV7() {
	delete noise_terrain_base;
	delete noise_terrain_persist;
	delete noise_height_select;
	delete noise_terrain_alt;
	delete noise_filler_depth;
	delete noise_mount_height;
	delete noise_ridge_uwater;
	delete noise_mountain;
	delete noise_ridge;

	delete noise_heat;
	delete noise_humidity;
	
	delete[] ridge_heightmap;
	delete[] heightmap;
	delete[] biomemap;
}


MapgenV7Params::MapgenV7Params() {
	spflags = MGV7_MOUNTAINS | MGV7_RIDGES;

	np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
	np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
	np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
	np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
	np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
	np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
	np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
	np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
	np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
}


void MapgenV7Params::readParams(Settings *settings) {
	settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);

	settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
	settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
	settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
	settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
	settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
	settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
	settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
	settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
	settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
}


void MapgenV7Params::writeParams(Settings *settings) {
	settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);

	settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
	settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
	settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
	settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
	settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
	settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
	settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
	settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
	settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
}


///////////////////////////////////////


int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
	// Base terrain calculation
	s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
	
	// Ridge/river terrain calculation
	float width = 0.3;
	float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
	// actually computing the depth of the ridge is much more expensive;
	// if inside a river, simply guess
	if (uwatern >= -width && uwatern <= width)
		return water_level - 10;
	
	// Mountain terrain calculation
	int iters = 128; // don't even bother iterating more than 128 times..
	while (iters--) {
		//current point would have been air
		if (!getMountainTerrainAtPoint(p.X, y, p.Y))
			return y;
			
		y++;
	}

	return y;
}


void MapgenV7::makeChunk(BlockMakeData *data) {
	assert(data->vmanip);
	assert(data->nodedef);
	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
		   data->blockpos_requested.Y >= data->blockpos_min.Y &&
		   data->blockpos_requested.Z >= data->blockpos_min.Z);
	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
		   data->blockpos_requested.Y <= data->blockpos_max.Y &&
		   data->blockpos_requested.Z <= data->blockpos_max.Z);
			
	this->generating = true;
	this->vm   = data->vmanip;	
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");
	
	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
	
	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	c_lava_source     = ndef->getId("mapgen_lava_source");
	c_ice             = ndef->getId("default:ice");
	if (c_ice == CONTENT_IGNORE)
		c_ice = CONTENT_AIR;
	
	// Make some noise
	calculateNoise();
	
	// Generate base terrain, mountains, and ridges with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();
	
	updateHeightmap(node_min, node_max);
	
	// Calculate biomes
	BiomeNoiseInput binput;
	binput.mapsize      = v2s16(csize.X, csize.Z);
	binput.heat_map     = noise_heat->result;
	binput.humidity_map = noise_humidity->result;
	binput.height_map   = heightmap;
	bmgr->calcBiomes(&binput, biomemap);
	
	// Actually place the biome-specific nodes and what not
	generateBiomes();

	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y);

	if (flags & MG_DUNGEONS) {
		DungeonGen dgen(this, NULL);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	for (size_t i = 0; i != emerge->decorations.size(); i++) {
		Decoration *deco = emerge->decorations[i];
		deco->placeDeco(this, blockseed + i, node_min, node_max);
	}

	for (size_t i = 0; i != emerge->ores.size(); i++) {
		Ore *ore = emerge->ores[i];
		ore->placeOre(this, blockseed + i, node_min, node_max);
	}
	
	// Sprinkle some dust on top after everything else was generated
	dustTopNodes();
	
	//printf("makeChunk: %dms\n", t.stop());
	
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
	
	if (flags & MG_LIGHT)
		calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
					 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
	
	this->generating = false;
}


void MapgenV7::calculateNoise() {
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
	int x = node_min.X;
	int y = node_min.Y;
	int z = node_min.Z;
	
	noise_height_select->perlinMap2D(x, z);
	noise_height_select->transformNoiseMap();
	
	noise_terrain_persist->perlinMap2D(x, z);
	noise_terrain_persist->transformNoiseMap();
	float *persistmap = noise_terrain_persist->result;
	for (int i = 0; i != csize.X * csize.Z; i++)
		persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
	
	noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
	noise_terrain_base->transformNoiseMap();
	
	noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
	noise_terrain_alt->transformNoiseMap();
	
	noise_filler_depth->perlinMap2D(x, z);
	
	if (spflags & MGV7_MOUNTAINS) {
		noise_mountain->perlinMap3D(x, y, z);
		noise_mount_height->perlinMap2D(x, z);
		noise_mount_height->transformNoiseMap();
	}

	if (spflags & MGV7_RIDGES) {
		noise_ridge->perlinMap3D(x, y, z);
		noise_ridge_uwater->perlinMap2D(x, z);
	}
	
	noise_heat->perlinMap2D(x, z);
	noise_humidity->perlinMap2D(x, z);
	
	//printf("calculateNoise: %dus\n", t.stop());
}


Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
	float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
	float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
	
	return bmgr->getBiome(heat, humidity, groundlevel);
}

//needs to be updated
float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
	float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
	hselect = rangelim(hselect, 0.0, 1.0);
	
	float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
	persist = rangelim(persist, 0.4, 0.9);

	noise_terrain_base->np->persist = persist;
	float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);

	noise_terrain_alt->np->persist = persist;
	float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);

	if (height_alt > height_base)
		return height_alt;
		
	return (height_base * hselect) + (height_alt * (1.0 - hselect));
}


float MapgenV7::baseTerrainLevelFromMap(int index) {
	float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
	float height_base = noise_terrain_base->result[index];
	float height_alt  = noise_terrain_alt->result[index];
	
	if (height_alt > height_base)
		return height_alt;

	return (height_base * hselect) + (height_alt * (1.0 - hselect));
}


bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
	float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
	float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
	float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);

	return mnt_n + height_modifier >= 0.6;
}


bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
	float mounthn = noise_mount_height->result[idx_xz];
	float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
	return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
}


#if 0
void MapgenV7::carveRivers() {
	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
	MapNode n_stone(c_stone);
	u32 index = 0;
	
	int river_depth = 4;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		float terrain_mod  = noise_terrain_mod->result[index];
		NoiseParams *np = noise_terrain_river->np;
		np->persist = noise_terrain_persist->result[index];
		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
		float height = terrain_river * (1 - abs(terrain_mod)) *
						noise_terrain_river->np->scale;
		height = log(height * height); //log(h^3) is pretty interesting for terrain
		
		s16 y = heightmap[index];
		if (height < 1.0 && y > river_depth &&
			y - river_depth >= node_min.Y && y <= node_max.Y) {
			
			for (s16 ry = y; ry != y - river_depth; ry--) {
				u32 vi = vm->m_area.index(x, ry, z);
				vm->m_data[vi] = n_air;
			}
			
			u32 vi = vm->m_area.index(x, y - river_depth, z);
			vm->m_data[vi] = n_water_source;
		}
	}
}
#endif


int MapgenV7::generateTerrain() {
	int ymax = generateBaseTerrain();

	if (spflags & MGV7_MOUNTAINS)
		generateMountainTerrain();

	if (spflags & MGV7_RIDGES)
		generateRidgeTerrain();
		
	return ymax;
}


int MapgenV7::generateBaseTerrain() {
	MapNode n_air(CONTENT_AIR);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);
	
	int stone_surface_max_y = -MAP_GENERATION_LIMIT;
	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		float surface_height = baseTerrainLevelFromMap(index);
		s16 surface_y = (s16)surface_height;
		
		heightmap[index]       = surface_y; 
		ridge_heightmap[index] = surface_y;
		
		if (surface_y > stone_surface_max_y)
			stone_surface_max_y = surface_y;

		u32 i = vm->m_area.index(x, node_min.Y, z);		
		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
				if (y <= surface_y)
					vm->m_data[i] = n_stone;
				else if (y <= water_level)
					vm->m_data[i] = n_water;
				else
					vm->m_data[i] = n_air;
			}
			vm->m_area.add_y(em, i, 1);
		}
	}
	
	return stone_surface_max_y;
}


void MapgenV7::generateMountainTerrain() {
	if (node_max.Y <= water_level)
		return;
		
	MapNode n_stone(c_stone);
	u32 j = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
		u32 vi = vm->m_area.index(node_min.X, y, z);
		for (s16 x = node_min.X; x <= node_max.X; x++) {
			int index = (z - node_min.Z) * csize.X + (x - node_min.X);

			if (getMountainTerrainFromMap(j, index, y))
				vm->m_data[vi] = n_stone;
				
			vi++;
			j++;
		}
	}
}


void MapgenV7::generateRidgeTerrain() {
	MapNode n_water(c_water_source);
	MapNode n_air(CONTENT_AIR);
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
		u32 vi = vm->m_area.index(node_min.X, y, z);
		for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
			int j = (z - node_min.Z) * csize.X + (x - node_min.X);
			
			if (heightmap[j] < water_level - 4)
				continue;
			
			float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
			//widthn = rangelim(widthn, -0.05, 0.5);
			
			float width = 0.3; // TODO: figure out acceptable perlin noise values
			float uwatern = noise_ridge_uwater->result[j] * 2;
			if (uwatern < -width || uwatern > width)
				continue;
			
			float height_mod = (float)(y + 17) / 2.5;
			float width_mod  = (width - fabs(uwatern));
			float nridge = noise_ridge->result[index] * (float)y / 7.0;

			if (y < water_level)
				nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
			
			if (nridge + width_mod * height_mod < 0.6)
				continue;
			
			if (y < ridge_heightmap[j])
				ridge_heightmap[j] = y - 1; 

			vm->m_data[vi] = (y > water_level) ? n_air : n_water;
		}
	}
}


void MapgenV7::generateBiomes() {
	if (node_max.Y < water_level)
		return;

	MapNode n_air(CONTENT_AIR);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);

	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome  = bmgr->biomes[biomemap[index]];
		s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
		s16 y0_top    = biome->depth_top;
		s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
		
		s16 nplaced = 0;
		u32 i = vm->m_area.index(x, node_max.Y, z);	

		content_t c_above = vm->m_data[i + em.X].getContent();
		bool have_air = c_above == CONTENT_AIR;
		
		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
			content_t c = vm->m_data[i].getContent();
			
			// It could be the case that the elevation is equal to the chunk
			// boundary, but the chunk above has not been generated yet
			if (y == node_max.Y && c_above == CONTENT_IGNORE &&
				y == heightmap[index] && c == c_stone) {
				int j = (z - node_min.Z) * zstride +
						(y - node_min.Y) * ystride +
						(x - node_min.X);
				have_air = !getMountainTerrainFromMap(j, index, y);
			}
			
			if (c == c_stone && have_air) {
				content_t c_below = vm->m_data[i - em.X].getContent();
				
				if (c_below != CONTENT_AIR) {
					if (nplaced < y0_top) {
						// A hack to prevent dirt_with_grass from being
						// placed below water.  TODO: fix later
						content_t c_place = ((y < water_level) &&
								(biome->c_top == c_dirt_with_grass)) ?
								 c_dirt : biome->c_top;
						
						vm->m_data[i] = MapNode(c_place);
						nplaced++;
					} else if (nplaced < y0_filler && nplaced >= y0_top) {
						vm->m_data[i] = MapNode(biome->c_filler);
						nplaced++;
					} else {
						have_air = false;
						nplaced  = 0;
					}
				}
			} else if (c == c_water_source) {
				have_air = true;
				nplaced = 0;
				vm->m_data[i] = MapNode(biome->c_water);
			} else if (c == CONTENT_AIR) {
				have_air = true;
				nplaced = 0;
			}
			
			vm->m_area.add_y(em, i, -1);
		}
	}
}


void MapgenV7::dustTopNodes() {
	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	
	if (water_level > node_max.Y)
		return;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = bmgr->biomes[biomemap[index]];
	
		if (biome->c_dust == CONTENT_IGNORE)
			continue;

		s16 y = node_max.Y;
		u32 vi = vm->m_area.index(x, y, z);
		for (; y >= node_min.Y; y--) {
			if (vm->m_data[vi].getContent() != CONTENT_AIR)
				break;

			vm->m_area.add_y(em, vi, -1);
		}
			
		content_t c = vm->m_data[vi].getContent();
		if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
			if (y < node_min.Y)
				continue;
				
			vm->m_data[vi] = MapNode(biome->c_dust_water);
		} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
			if (y == node_max.Y)
				continue;
				
			vm->m_area.add_y(em, vi, 1);
			vm->m_data[vi] = MapNode(biome->c_dust);
		}
	}
}


#if 0
void MapgenV7::addTopNodes() {
	v3s16 em = vm->m_area.getExtent();
	s16 ntopnodes;
	u32 index = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = bmgr->biomes[biomemap[index]];
		
		//////////////////// First, add top nodes below the ridge
		s16 y = ridge_heightmap[index];
		
		// This cutoff is good enough, but not perfect.
		// It will cut off potentially placed top nodes at chunk boundaries
		if (y < node_min.Y)
			continue;
		if (y > node_max.Y) {
			y = node_max.Y; // Let's see if we can still go downward anyway
			u32 vi = vm->m_area.index(x, y, z);
			content_t c = vm->m_data[vi].getContent();
			if (ndef->get(c).walkable)
				continue;
		}
		
		// N.B.  It is necessary to search downward since ridge_heightmap[i]
		// might not be the actual height, just the lowest part in the chunk
		// where a ridge had been carved
		u32 i = vm->m_area.index(x, y, z);
		for (; y >= node_min.Y; y--) {
			content_t c = vm->m_data[i].getContent();
			if (ndef->get(c).walkable)
				break;
			vm->m_area.add_y(em, i, -1);
		}

		if (y != node_min.Y - 1 && y >= water_level) {
			ridge_heightmap[index] = y; //update ridgeheight
			ntopnodes = biome->top_depth;
			for (; y <= node_max.Y && ntopnodes; y++) {
				ntopnodes--;
				vm->m_data[i] = MapNode(biome->c_top);
				vm->m_area.add_y(em, i, 1);
			}
			// If dirt, grow grass on it.
			if (y > water_level - 10 &&
				vm->m_data[i].getContent() == CONTENT_AIR) {
				vm->m_area.add_y(em, i, -1);
				if (vm->m_data[i].getContent() == c_dirt)
					vm->m_data[i] = MapNode(c_dirt_with_grass);
			}
		}
		
		//////////////////// Now, add top nodes on top of the ridge
		y = heightmap[index];
		if (y > node_max.Y) {