Mgv5: Remove blobgen. Remove crumble and wetness noises
authorparamat <mat.gregory@virginmedia.com>
Wed, 21 Jan 2015 13:24:11 +0000 (13:24 +0000)
committerparamat <mat.gregory@virginmedia.com>
Sat, 21 Feb 2015 01:43:25 +0000 (01:43 +0000)
Add large pseudorandom caves below -256
De-link terrain level from water_level
Cavegen: Mgv5 large cave code

src/cavegen.cpp
src/cavegen.h
src/mapgen_v5.cpp
src/mapgen_v5.h

index 22bf03d17083b1d881dfcc4a7559b70dc15256fc..6010780e94bf6a6945182050006dfe4277be6ac3 100644 (file)
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h"
 #include "map.h"
 #include "mapgen.h"
+#include "mapgen_v5.h"
 #include "mapgen_v6.h"
 #include "mapgen_v7.h"
 #include "cavegen.h"
@@ -279,6 +280,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
 
 ///////////////////////////////////////// Caves V7
 
+
 CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
        this->mg   = mg;
        this->vm   = mg->vm;
@@ -431,7 +433,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
 
                p = orpi + veci + of + rs / 2;
                if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
-                       p.X >= node_min.X && p.X <= node_max.X) {
+                               p.X >= node_min.X && p.X <= node_max.X) {
                        u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
                        s16 h = mg->ridge_heightmap[index];
                        if (h < p.Y)
@@ -442,7 +444,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
 
                p = orpi + of + rs / 2;
                if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
-                       p.X >= node_min.X && p.X <= node_max.X) {
+                               p.X >= node_min.X && p.X <= node_max.X) {
                        u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
                        s16 h = mg->ridge_heightmap[index];
                        if (h < p.Y)
@@ -581,3 +583,259 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
                }
        }
 }
+
+
+///////////////////////////////////////// Caves V5
+
+
+CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
+       this->mg   = mg;
+       this->vm   = mg->vm;
+       this->ndef = mg->ndef;
+       this->water_level = mg->water_level;
+       this->ps = ps;
+       this->c_water_source = mg->c_water_source;
+       this->c_lava_source  = mg->c_lava_source;
+       this->c_ice          = mg->c_ice;
+       this->np_caveliquids = &nparams_caveliquids;
+
+       dswitchint = ps->range(1, 14);
+       flooded    = ps->range(1, 2) == 2;
+
+       part_max_length_rs = ps->range(2, 4);
+       tunnel_routepoints = ps->range(5, ps->range(15, 30));
+       min_tunnel_diameter = 5;
+       max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+
+       large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+       node_min = nmin;
+       node_max = nmax;
+       main_direction = v3f(0, 0, 0);
+
+       // Allowed route area size in nodes
+       ar = node_max - node_min + v3s16(1, 1, 1);
+       // Area starting point in nodes
+       of = node_min;
+
+       // Allow a bit more
+       //(this should be more than the maximum radius of the tunnel)
+       s16 insure = 10;
+       s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+       ar += v3s16(1,0,1) * more * 2;
+       of -= v3s16(1,0,1) * more;
+
+       route_y_min = 0;
+       // Allow half a diameter + 7 over stone surface
+       route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+       // Limit maximum to area
+       route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+       s16 min = 0;
+               if (node_min.Y < water_level && node_max.Y > water_level) {
+                       min = water_level - max_tunnel_diameter/3 - of.Y;
+                       route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+               }
+       route_y_min = ps->range(min, min + max_tunnel_diameter);
+       route_y_min = rangelim(route_y_min, 0, route_y_max);
+
+       s16 route_start_y_min = route_y_min;
+       s16 route_start_y_max = route_y_max;
+
+       route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+       route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
+
+       // Randomize starting position
+       orp = v3f(
+               (float)(ps->next() % ar.X) + 0.5,
+               (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
+               (float)(ps->next() % ar.Z) + 0.5
+       );
+
+       // Add generation notify begin event
+       v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+       GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
+       mg->gennotify.addEvent(notifytype, abs_pos);
+
+       // Generate some tunnel starting from orp
+       for (u16 j = 0; j < tunnel_routepoints; j++)
+               makeTunnel(j % dswitchint == 0);
+
+       // Add generation notify end event
+       abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+       notifytype = GENNOTIFY_LARGECAVE_END;
+       mg->gennotify.addEvent(notifytype, abs_pos);
+}
+
+
+void CaveV5::makeTunnel(bool dirswitch) {
+
+       // Randomize size
+       s16 min_d = min_tunnel_diameter;
+       s16 max_d = max_tunnel_diameter;
+       rs = ps->range(min_d, max_d);
+
+       v3s16 maxlen;
+       maxlen = v3s16(
+               rs * part_max_length_rs,
+               rs * part_max_length_rs / 2,
+               rs * part_max_length_rs
+       );
+
+       v3f vec;
+       // Jump downward sometimes
+       vec = v3f(
+               (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+               (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
+               (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+       );
+
+       // Do not make large caves that are above ground.
+       // It is only necessary to check the startpoint and endpoint.
+       v3s16 orpi(orp.X, orp.Y, orp.Z);
+       v3s16 veci(vec.X, vec.Y, vec.Z);
+       v3s16 p;
+
+       p = orpi + veci + of + rs / 2;
+       if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+                       p.X >= node_min.X && p.X <= node_max.X) {
+               u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+               s16 h = mg->heightmap[index];
+               if (h < p.Y)
+                       return;
+       } else if (p.Y > water_level) {
+               return; // If it's not in our heightmap, use a simple heuristic
+       }
+
+       p = orpi + of + rs / 2;
+       if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+               p.X >= node_min.X && p.X <= node_max.X) {
+               u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+               s16 h = mg->heightmap[index];
+               if (h < p.Y)
+                       return;
+       } else if (p.Y > water_level) {
+               return;
+       }
+
+       vec += main_direction;
+
+       v3f rp = orp + vec;
+       if (rp.X < 0)
+               rp.X = 0;
+       else if (rp.X >= ar.X)
+               rp.X = ar.X - 1;
+
+       if (rp.Y < route_y_min)
+               rp.Y = route_y_min;
+       else if (rp.Y >= route_y_max)
+               rp.Y = route_y_max - 1;
+
+       if (rp.Z < 0)
+               rp.Z = 0;
+       else if (rp.Z >= ar.Z)
+               rp.Z = ar.Z - 1;
+
+       vec = rp - orp;
+
+       float veclen = vec.getLength();
+       if (veclen < 0.05)
+               veclen = 1.0;
+
+       // Every second section is rough
+       bool randomize_xz = (ps->range(1, 2) == 1);
+
+       // Make a ravine every once in a while if it's long enough
+       //float xylen = vec.X * vec.X + vec.Z * vec.Z;
+       //disable ravines for now
+       bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+
+       // Carve routes
+       for (float f = 0; f < 1.0; f += 1.0 / veclen)
+               carveRoute(vec, f, randomize_xz, is_ravine);
+
+       orp = rp;
+}
+
+
+void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+       MapNode airnode(CONTENT_AIR);
+       MapNode waternode(c_water_source);
+       MapNode lavanode(c_lava_source);
+
+       v3s16 startp(orp.X, orp.Y, orp.Z);
+       startp += of;
+
+       float nval = NoisePerlin3D(np_caveliquids, startp.X,
+                                                       startp.Y, startp.Z, mg->seed);
+       MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
+
+       v3f fp = orp + vec * f;
+       fp.X += 0.1 * ps->range(-10, 10);
+       fp.Z += 0.1 * ps->range(-10, 10);
+       v3s16 cp(fp.X, fp.Y, fp.Z);
+
+       s16 d0 = -rs/2;
+       s16 d1 = d0 + rs;
+       if (randomize_xz) {
+               d0 += ps->range(-1, 1);
+               d1 += ps->range(-1, 1);
+       }
+
+       bool should_make_cave_hole = ps->range(1, 10) == 1;
+
+       for (s16 z0 = d0; z0 <= d1; z0++) {
+               s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
+               for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+                       s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+
+                       s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+                                                                rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+                       for (s16 y0 = -si2; y0 <= si2; y0++) {
+                               if (large_cave_is_flat) {
+                                       // Make large caves not so tall
+                                       if (rs > 7 && abs(y0) >= rs / 3)
+                                               continue;
+                               }
+
+                               v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+                               p += of;
+
+                               if (!is_ravine && mg->heightmap && should_make_cave_hole &&
+                                       p.X <= node_max.X && p.Z <= node_max.Z) {
+                                       int maplen = node_max.X - node_min.X + 1;
+                                       int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
+                                       if (p.Y >= mg->heightmap[idx] - 2)
+                                               continue;
+                               }
+
+                               if (vm->m_area.contains(p) == false)
+                                       continue;
+
+                               u32 i = vm->m_area.index(p);
+
+                               // Don't replace air, water, lava, or ice
+                               content_t c = vm->m_data[i].getContent();
+                               if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+                                       c == c_water_source || c == c_lava_source || c == c_ice)
+                                       continue;
+
+                               int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+                               int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+                               if (flooded && full_ymin < water_level && full_ymax > water_level)
+                                       vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+                               else if (flooded && full_ymax < water_level)
+                                       vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+                               else
+                                       vm->m_data[i] = airnode;
+                       }
+               }
+       }
+}
+
index 7371df6fa54a5e928896e474d222cc95fb2fda13..0b57bf4dc20898150d4d4aee473600de1164dddb 100644 (file)
@@ -22,9 +22,55 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 
+class MapgenV5;
 class MapgenV6;
 class MapgenV7;
 
+class CaveV5 {
+public:
+       MapgenV5 *mg;
+       MMVManip *vm;
+       INodeDefManager *ndef;
+
+       NoiseParams *np_caveliquids;
+
+       s16 min_tunnel_diameter;
+       s16 max_tunnel_diameter;
+       u16 tunnel_routepoints;
+       int dswitchint;
+       int part_max_length_rs;
+
+       bool large_cave_is_flat;
+       bool flooded;
+
+       s16 max_stone_y;
+       v3s16 node_min;
+       v3s16 node_max;
+
+       v3f orp;  // starting point, relative to caved space
+       v3s16 of; // absolute coordinates of caved space
+       v3s16 ar; // allowed route area
+       s16 rs;   // tunnel radius size
+       v3f main_direction;
+
+       s16 route_y_min;
+       s16 route_y_max;
+
+       PseudoRandom *ps;
+
+       content_t c_water_source;
+       content_t c_lava_source;
+       content_t c_ice;
+
+       int water_level;
+
+       CaveV5() {}
+       CaveV5(MapgenV5 *mg, PseudoRandom *ps);
+       void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
+       void makeTunnel(bool dirswitch);
+       void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
+};
+
 class CaveV6 {
 public:
        MapgenV6 *mg;
index f7efc4e18e10ccdcb380a6cb499e3863f73cb6ef..ed18f7d0b64ac46a632c2393f08f28ff649176e3 100644 (file)
@@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {"blobs", MGV5_BLOBS},
        {NULL,         0}
 };
 
@@ -73,8 +72,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y + 2, csize.Z);
        noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y + 2, csize.Z);
        noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
-       noise_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
 
        // Biome noise
        noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
@@ -117,8 +114,6 @@ MapgenV5::~MapgenV5()
        delete noise_cave1;
        delete noise_cave2;
        delete noise_ground;
-       delete noise_crumble;
-       delete noise_wetness;
 
        delete noise_heat;
        delete noise_humidity;
@@ -130,7 +125,7 @@ MapgenV5::~MapgenV5()
 
 MapgenV5Params::MapgenV5Params()
 {
-       spflags = MGV5_BLOBS;
+       spflags = 0;
 
        np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
@@ -138,18 +133,11 @@ MapgenV5Params::MapgenV5Params()
        np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
        np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
        np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
-       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3,  2.0, NOISE_FLAG_EASED);
-       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1,  2.0);
 }
 
 
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-
-// Two original MT 0.3 parameters for non-eased noise:
-
 //#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
 
 
 void MapgenV5Params::readParams(Settings *settings)
@@ -162,8 +150,6 @@ void MapgenV5Params::readParams(Settings *settings)
        settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->getNoiseParams("mgv5_np_ground",       np_ground);
-       settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
@@ -177,8 +163,6 @@ void MapgenV5Params::writeParams(Settings *settings)
        settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->setNoiseParams("mgv5_np_ground",       np_ground);
-       settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
@@ -195,9 +179,6 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
 
        s16 search_top = water_level + 15;
        s16 search_base = water_level;
-       // Use these 2 lines instead for a slower search returning highest ground level:
-       //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
-       //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
 
        s16 level = -31000;
        for (s16 y = search_top; y >= search_base; y--) {
@@ -258,7 +239,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 
        // Generate caves
        if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
-               generateCaves();
+               generateCaves(stone_surface_max_y);
 
        // Generate dungeons and desert temples
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
@@ -269,11 +250,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        // Generate the registered decorations
        m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
-       // Generate underground dirt, sand, gravel and lava blobs
-       if (spflags & MGV5_BLOBS) {
-               generateBlobs();
-       }
-
        // Generate the registered ores
        m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
@@ -311,11 +287,6 @@ void MapgenV5::calculateNoise()
                noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (spflags & MGV5_BLOBS) {
-               noise_crumble->perlinMap3D(x, y, z);
-               noise_wetness->perlinMap3D(x, y, z);
-       }
-
        if (node_max.Y >= water_level) {
                noise_filler_depth->perlinMap2D(x, z);
                noise_heat->perlinMap2D(x, z);
@@ -326,8 +297,6 @@ void MapgenV5::calculateNoise()
 }
 
 
-// Two original MT 0.3 functions:
-
 //bool is_cave(u32 index) {
 //     double d1 = contour(noise_cave1->result[index]);
 //     double d2 = contour(noise_cave2->result[index]);
@@ -363,7 +332,7 @@ int MapgenV5::generateBaseTerrain()
                                        f = 0.01;
                                else if(f >= 1.0)
                                        f *= 1.6;
-                               float h = water_level + noise_height->result[index2d];
+                               float h = noise_height->result[index2d];
 
                                if(noise_ground->result[index] * f < y - h) {
                                        if(y <= water_level)
@@ -470,7 +439,7 @@ void MapgenV5::generateBiomes()
 }
 
 
-void MapgenV5::generateCaves()
+void MapgenV5::generateCaves(int max_stone_y)
 {
        u32 index = 0;
        u32 index2d = 0;
@@ -496,36 +465,15 @@ void MapgenV5::generateCaves()
                }
                index2d = index2d + ystride;
        }
-}
-
-
-void MapgenV5::generateBlobs()
-{
-       u32 index = 0;
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
-                       u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
-                               content_t c = vm->m_data[i].getContent();
-                               if(c != c_stone)
-                                       continue;
+       if (node_max.Y > -256)
+               return;
 
-                               if(noise_crumble->result[index] > 1.3) {
-                                       if(noise_wetness->result[index] > 0.0)
-                                               vm->m_data[i] = MapNode(c_dirt);
-                                       else
-                                               vm->m_data[i] = MapNode(c_sand);
-                               } else if(noise_crumble->result[index] > 0.7) {
-                                       if(noise_wetness->result[index] < -0.6)
-                                               vm->m_data[i] = MapNode(c_gravel);
-                               } else if(noise_crumble->result[index] < -3.5 +
-                                               MYMIN(0.1 *
-                                               sqrt((float)MYMAX(0, -y)), 1.5)) {
-                                       vm->m_data[i] = MapNode(c_lava_source);
-                               }
-                       }
-               }
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+       for (u32 i = 0; i < bruises_count; i++) {
+               CaveV5 cave(this, &ps);
+               cave.makeCave(node_min, node_max, max_stone_y);
        }
 }
 
index 1949bf5db459ffe20d73d6ae6a8122c274cc1344..703addf65265a1570265dffea06e870733802e9d 100644 (file)
@@ -23,7 +23,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen.h"
 
 /////////////////// Mapgen V5 flags
-#define MGV5_BLOBS 0x01
+//#define MGV5_   0x01
+
+class BiomeManager;
 
 extern FlagDesc flagdesc_mapgen_v5[];
 
@@ -36,8 +38,6 @@ struct MapgenV5Params : public MapgenSpecificParams {
        NoiseParams np_cave1;
        NoiseParams np_cave2;
        NoiseParams np_ground;
-       NoiseParams np_crumble;
-       NoiseParams np_wetness;
 
        MapgenV5Params();
        ~MapgenV5Params() {}
@@ -67,8 +67,6 @@ public:
        Noise *noise_cave1;
        Noise *noise_cave2;
        Noise *noise_ground;
-       Noise *noise_crumble;
-       Noise *noise_wetness;
        Noise *noise_heat;
        Noise *noise_humidity;
 
@@ -96,8 +94,7 @@ public:
        void calculateNoise();
        int generateBaseTerrain();
        void generateBiomes();
-       void generateCaves();
-       void generateBlobs();
+       void generateCaves(int max_stone_y);
        void dustTopNodes();
 };