Mapgen: Use mapgen-specific names for constants in headers
[oweals/minetest.git] / src / mapgen_v5.cpp
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_v5.h"
41 #include "util/directiontables.h"
42
43
44 FlagDesc flagdesc_mapgen_v5[] = {
45         {NULL,         0}
46 };
47
48
49 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
50         : Mapgen(mapgenid, params, emerge)
51 {
52         this->m_emerge = emerge;
53         this->bmgr     = emerge->biomemgr;
54
55         // amount of elements to skip for the next index
56         // for noise/height/biome maps (not vmanip)
57         this->ystride = csize.X;
58         this->zstride = csize.X * (csize.Y + 2);
59
60         this->biomemap  = new u8[csize.X * csize.Z];
61         this->heightmap = new s16[csize.X * csize.Z];
62         this->heatmap   = NULL;
63         this->humidmap  = NULL;
64
65         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
66         this->spflags      = sp->spflags;
67
68         // Terrain noise
69         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
70         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
71         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
72
73         // 3D terrain noise
74         noise_cave1  = new Noise(&sp->np_cave1,  seed, csize.X, csize.Y + 2, csize.Z);
75         noise_cave2  = new Noise(&sp->np_cave2,  seed, csize.X, csize.Y + 2, csize.Z);
76         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
77
78         // Biome noise
79         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
80         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
81         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
82         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
83
84         //// Resolve nodes to be used
85         INodeDefManager *ndef = emerge->ndef;
86
87         c_stone                = ndef->getId("mapgen_stone");
88         c_water_source         = ndef->getId("mapgen_water_source");
89         c_lava_source          = ndef->getId("mapgen_lava_source");
90         c_desert_stone         = ndef->getId("mapgen_desert_stone");
91         c_ice                  = ndef->getId("mapgen_ice");
92         c_sandstone            = ndef->getId("mapgen_sandstone");
93
94         c_cobble               = ndef->getId("mapgen_cobble");
95         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
96         c_mossycobble          = ndef->getId("mapgen_mossycobble");
97         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
98         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
99
100         if (c_ice == CONTENT_IGNORE)
101                 c_ice = CONTENT_AIR;
102         if (c_mossycobble == CONTENT_IGNORE)
103                 c_mossycobble = c_cobble;
104         if (c_stair_cobble == CONTENT_IGNORE)
105                 c_stair_cobble = c_cobble;
106         if (c_sandstonebrick == CONTENT_IGNORE)
107                 c_sandstonebrick = c_sandstone;
108         if (c_stair_sandstonebrick == CONTENT_IGNORE)
109                 c_stair_sandstonebrick = c_sandstone;
110 }
111
112
113 MapgenV5::~MapgenV5()
114 {
115         delete noise_filler_depth;
116         delete noise_factor;
117         delete noise_height;
118         delete noise_cave1;
119         delete noise_cave2;
120         delete noise_ground;
121
122         delete noise_heat;
123         delete noise_humidity;
124         delete noise_heat_blend;
125         delete noise_humidity_blend;
126
127         delete[] heightmap;
128         delete[] biomemap;
129 }
130
131
132 MapgenV5Params::MapgenV5Params()
133 {
134         spflags = 0;
135
136         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
137         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
138         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
139         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
140         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
141         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
142 }
143
144
145 //#define CAVE_NOISE_SCALE 12.0
146 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
147
148
149 void MapgenV5Params::readParams(const Settings *settings)
150 {
151         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
152
153         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
154         settings->getNoiseParams("mgv5_np_factor",       np_factor);
155         settings->getNoiseParams("mgv5_np_height",       np_height);
156         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
157         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
158         settings->getNoiseParams("mgv5_np_ground",       np_ground);
159 }
160
161
162 void MapgenV5Params::writeParams(Settings *settings) const
163 {
164         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
165
166         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
167         settings->setNoiseParams("mgv5_np_factor",       np_factor);
168         settings->setNoiseParams("mgv5_np_height",       np_height);
169         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
170         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
171         settings->setNoiseParams("mgv5_np_ground",       np_ground);
172 }
173
174
175 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
176 {
177         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
178
179         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
180         if (f < 0.01)
181                 f = 0.01;
182         else if (f >= 1.0)
183                 f *= 1.6;
184         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
185
186         s16 search_start = 128; // Only bother searching this range, actual
187         s16 search_end = -128;  // ground level is rarely higher or lower.
188
189         for (s16 y = search_start; y >= search_end; y--) {
190                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
191                 // If solid
192                 if (n_ground * f > y - h) {
193                         // If either top 2 nodes of search are solid this is inside a
194                         // mountain or floatland with no space for the player to spawn.
195                         if (y >= search_start - 1)
196                                 return MAX_MAP_GENERATION_LIMIT;
197                         else
198                                 return y; // Ground below at least 2 nodes of space
199                 }
200         }
201
202         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
203         return -MAX_MAP_GENERATION_LIMIT;
204 }
205
206
207 void MapgenV5::makeChunk(BlockMakeData *data)
208 {
209         // Pre-conditions
210         assert(data->vmanip);
211         assert(data->nodedef);
212         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
213                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
214                 data->blockpos_requested.Z >= data->blockpos_min.Z);
215         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
216                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
217                 data->blockpos_requested.Z <= data->blockpos_max.Z);
218
219         generating = true;
220         vm   = data->vmanip;
221         ndef = data->nodedef;
222         //TimeTaker t("makeChunk");
223
224         v3s16 blockpos_min = data->blockpos_min;
225         v3s16 blockpos_max = data->blockpos_max;
226         node_min = blockpos_min * MAP_BLOCKSIZE;
227         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
228         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
229         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
230
231         // Create a block-specific seed
232         blockseed = getBlockSeed2(full_node_min, seed);
233
234         // Make some noise
235         calculateNoise();
236
237         // Generate base terrain
238         s16 stone_surface_max_y = generateBaseTerrain();
239
240         // Create heightmap
241         updateHeightmap(node_min, node_max);
242
243         // Create biomemap at heightmap surface
244         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
245                 noise_humidity->result, heightmap, biomemap);
246
247         // Actually place the biome-specific nodes
248         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
249
250         // Generate caves
251         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
252                 generateCaves(stone_surface_max_y);
253
254         // Generate dungeons and desert temples
255         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
256                 DungeonParams dp;
257
258                 dp.np_rarity  = nparams_dungeon_rarity;
259                 dp.np_density = nparams_dungeon_density;
260                 dp.np_wetness = nparams_dungeon_wetness;
261                 dp.c_water    = c_water_source;
262                 if (stone_type == STONE) {
263                         dp.c_cobble = c_cobble;
264                         dp.c_moss   = c_mossycobble;
265                         dp.c_stair  = c_stair_cobble;
266
267                         dp.diagonal_dirs = false;
268                         dp.mossratio     = 3.0;
269                         dp.holesize      = v3s16(1, 2, 1);
270                         dp.roomsize      = v3s16(0, 0, 0);
271                         dp.notifytype    = GENNOTIFY_DUNGEON;
272                 } else if (stone_type == DESERT_STONE) {
273                         dp.c_cobble = c_desert_stone;
274                         dp.c_moss   = c_desert_stone;
275                         dp.c_stair  = c_desert_stone;
276
277                         dp.diagonal_dirs = true;
278                         dp.mossratio     = 0.0;
279                         dp.holesize      = v3s16(2, 3, 2);
280                         dp.roomsize      = v3s16(2, 5, 2);
281                         dp.notifytype    = GENNOTIFY_TEMPLE;
282                 } else if (stone_type == SANDSTONE) {
283                         dp.c_cobble = c_sandstonebrick;
284                         dp.c_moss   = c_sandstonebrick;
285                         dp.c_stair  = c_sandstonebrick;
286
287                         dp.diagonal_dirs = false;
288                         dp.mossratio     = 0.0;
289                         dp.holesize      = v3s16(2, 2, 2);
290                         dp.roomsize      = v3s16(2, 0, 2);
291                         dp.notifytype    = GENNOTIFY_DUNGEON;
292                 }
293
294                 DungeonGen dgen(this, &dp);
295                 dgen.generate(blockseed, full_node_min, full_node_max);
296         }
297
298         // Generate the registered decorations
299         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
300
301         // Generate the registered ores
302         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
303
304         // Sprinkle some dust on top after everything else was generated
305         dustTopNodes();
306
307         //printf("makeChunk: %dms\n", t.stop());
308
309         // Add top and bottom side of water to transforming_liquid queue
310         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
311
312         // Calculate lighting
313         if (flags & MG_LIGHT) {
314                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
315                         full_node_min, full_node_max);
316         }
317
318         this->generating = false;
319 }
320
321
322 void MapgenV5::calculateNoise()
323 {
324         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
325         int x = node_min.X;
326         int y = node_min.Y - 1;
327         int z = node_min.Z;
328
329         noise_factor->perlinMap2D(x, z);
330         noise_height->perlinMap2D(x, z);
331         noise_ground->perlinMap3D(x, y, z);
332
333         if (flags & MG_CAVES) {
334                 noise_cave1->perlinMap3D(x, y, z);
335                 noise_cave2->perlinMap3D(x, y, z);
336         }
337
338         noise_filler_depth->perlinMap2D(x, z);
339         noise_heat->perlinMap2D(x, z);
340         noise_humidity->perlinMap2D(x, z);
341         noise_heat_blend->perlinMap2D(x, z);
342         noise_humidity_blend->perlinMap2D(x, z);
343
344         for (s32 i = 0; i < csize.X * csize.Z; i++) {
345                 noise_heat->result[i] += noise_heat_blend->result[i];
346                 noise_humidity->result[i] += noise_humidity_blend->result[i];
347         }
348
349         heatmap = noise_heat->result;
350         humidmap = noise_humidity->result;
351         //printf("calculateNoise: %dus\n", t.stop());
352 }
353
354
355 //bool is_cave(u32 index) {
356 //      double d1 = contour(noise_cave1->result[index]);
357 //      double d2 = contour(noise_cave2->result[index]);
358 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
359 //}
360
361 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
362 //      double f = 0.55 + noise_factor->result[index2d];
363 //      if(f < 0.01)
364 //              f = 0.01;
365 //      else if(f >= 1.0)
366 //              f *= 1.6;
367 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
368 //      return (noise_ground->result[index] * f > (double)p.Y - h);
369 //}
370
371
372 int MapgenV5::generateBaseTerrain()
373 {
374         u32 index = 0;
375         u32 index2d = 0;
376         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
377
378         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
379                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
380                         u32 i = vm->m_area.index(node_min.X, y, z);
381                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
382                                 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
383                                         continue;
384
385                                 float f = 0.55 + noise_factor->result[index2d];
386                                 if (f < 0.01)
387                                         f = 0.01;
388                                 else if (f >= 1.0)
389                                         f *= 1.6;
390                                 float h = noise_height->result[index2d];
391
392                                 if (noise_ground->result[index] * f < y - h) {
393                                         if (y <= water_level)
394                                                 vm->m_data[i] = MapNode(c_water_source);
395                                         else
396                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
397                                 } else {
398                                         vm->m_data[i] = MapNode(c_stone);
399                                         if (y > stone_surface_max_y)
400                                                 stone_surface_max_y = y;
401                                 }
402                         }
403                         index2d -= ystride;
404                 }
405                 index2d += ystride;
406         }
407
408         return stone_surface_max_y;
409 }
410
411
412 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
413 {
414         v3s16 em = vm->m_area.getExtent();
415         u32 index = 0;
416         MgStoneType stone_type = STONE;
417
418         for (s16 z = node_min.Z; z <= node_max.Z; z++)
419         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
420                 Biome *biome = NULL;
421                 u16 depth_top = 0;
422                 u16 base_filler = 0;
423                 u16 depth_water_top = 0;
424                 u32 vi = vm->m_area.index(x, node_max.Y, z);
425
426                 // Check node at base of mapchunk above, either a node of a previously
427                 // generated mapchunk or if not, a node of overgenerated base terrain.
428                 content_t c_above = vm->m_data[vi + em.X].getContent();
429                 bool air_above = c_above == CONTENT_AIR;
430                 bool water_above = c_above == c_water_source;
431
432                 // If there is air or water above enable top/filler placement, otherwise force
433                 // nplaced to stone level by setting a number exceeding any possible filler depth.
434                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
435
436                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
437                         content_t c = vm->m_data[vi].getContent();
438
439                         // Biome is recalculated each time an upper surface is detected while
440                         // working down a column. The selected biome then remains in effect for
441                         // all nodes below until the next surface and biome recalculation.
442                         // Biome is recalculated:
443                         // 1. At the surface of stone below air or water.
444                         // 2. At the surface of water below air.
445                         // 3. When stone or water is detected but biome has not yet been calculated.
446                         if ((c == c_stone && (air_above || water_above || !biome)) ||
447                                         (c == c_water_source && (air_above || !biome))) {
448                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
449                                 depth_top = biome->depth_top;
450                                 base_filler = MYMAX(depth_top + biome->depth_filler
451                                                 + noise_filler_depth->result[index], 0);
452                                 depth_water_top = biome->depth_water_top;
453
454                                 // Detect stone type for dungeons during every biome calculation.
455                                 // This is more efficient than detecting per-node and will not
456                                 // miss any desert stone or sandstone biomes.
457                                 if (biome->c_stone == c_desert_stone)
458                                         stone_type = DESERT_STONE;
459                                 else if (biome->c_stone == c_sandstone)
460                                         stone_type = SANDSTONE;
461                         }
462
463                         if (c == c_stone) {
464                                 content_t c_below = vm->m_data[vi - em.X].getContent();
465
466                                 // If the node below isn't solid, make this node stone, so that
467                                 // any top/filler nodes above are structurally supported.
468                                 // This is done by aborting the cycle of top/filler placement
469                                 // immediately by forcing nplaced to stone level.
470                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
471                                         nplaced = U16_MAX;
472
473                                 if (nplaced < depth_top) {
474                                         vm->m_data[vi] = MapNode(biome->c_top);
475                                         nplaced++;
476                                 } else if (nplaced < base_filler) {
477                                         vm->m_data[vi] = MapNode(biome->c_filler);
478                                         nplaced++;
479                                 } else {
480                                         vm->m_data[vi] = MapNode(biome->c_stone);
481                                 }
482
483                                 air_above = false;
484                                 water_above = false;
485                         } else if (c == c_water_source) {
486                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
487                                                 biome->c_water_top : biome->c_water);
488                                 nplaced = 0;  // Enable top/filler placement for next surface
489                                 air_above = false;
490                                 water_above = true;
491                         } else if (c == CONTENT_AIR) {
492                                 nplaced = 0;  // Enable top/filler placement for next surface
493                                 air_above = true;
494                                 water_above = false;
495                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
496                                 nplaced = U16_MAX;  // Disable top/filler placement
497                                 air_above = false;
498                                 water_above = false;
499                         }
500
501                         vm->m_area.add_y(em, vi, -1);
502                 }
503         }
504
505         return stone_type;
506 }
507
508
509 void MapgenV5::generateCaves(int max_stone_y)
510 {
511         if (max_stone_y >= node_min.Y) {
512                 u32 index = 0;
513
514                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
515                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
516                         u32 i = vm->m_area.index(node_min.X, y, z);
517                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
518                                 float d1 = contour(noise_cave1->result[index]);
519                                 float d2 = contour(noise_cave2->result[index]);
520                                 if (d1*d2 > 0.125) {
521                                         content_t c = vm->m_data[i].getContent();
522                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
523                                                 continue;
524
525                                         vm->m_data[i] = MapNode(CONTENT_AIR);
526                                 }
527                         }
528                 }
529         }
530
531         if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
532                 return;
533
534         PseudoRandom ps(blockseed + 21343);
535         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
536         for (u32 i = 0; i < bruises_count; i++) {
537                 CaveV5 cave(this, &ps);
538                 cave.makeCave(node_min, node_max, max_stone_y);
539         }
540 }
541
542
543 void MapgenV5::dustTopNodes()
544 {
545         if (node_max.Y < water_level)
546                 return;
547
548         v3s16 em = vm->m_area.getExtent();
549         u32 index = 0;
550
551         for (s16 z = node_min.Z; z <= node_max.Z; z++)
552         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
553                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
554
555                 if (biome->c_dust == CONTENT_IGNORE)
556                         continue;
557
558                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
559                 content_t c_full_max = vm->m_data[vi].getContent();
560                 s16 y_start;
561
562                 if (c_full_max == CONTENT_AIR) {
563                         y_start = full_node_max.Y - 1;
564                 } else if (c_full_max == CONTENT_IGNORE) {
565                         vi = vm->m_area.index(x, node_max.Y + 1, z);
566                         content_t c_max = vm->m_data[vi].getContent();
567
568                         if (c_max == CONTENT_AIR)
569                                 y_start = node_max.Y;
570                         else
571                                 continue;
572                 } else {
573                         continue;
574                 }
575
576                 vi = vm->m_area.index(x, y_start, z);
577                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
578                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
579                                 break;
580
581                         vm->m_area.add_y(em, vi, -1);
582                 }
583
584                 content_t c = vm->m_data[vi].getContent();
585                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
586                         vm->m_area.add_y(em, vi, 1);
587                         vm->m_data[vi] = MapNode(biome->c_dust);
588                 }
589         }
590 }