Tolerate packet reordering in the early init process
[oweals/minetest.git] / src / mapgen_flat.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_flat.h"
41
42
43 FlagDesc flagdesc_mapgen_flat[] = {
44         {"lakes", MGFLAT_LAKES},
45         {"hills", MGFLAT_HILLS},
46         {NULL,    0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : Mapgen(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->bmgr     = emerge->biomemgr;
57
58         //// amount of elements to skip for the next index
59         //// for noise/height/biome maps (not vmanip)
60         this->ystride = csize.X;
61         // 1-down overgeneration
62         this->zstride_1d = csize.X * (csize.Y + 1);
63
64         this->biomemap        = new u8[csize.X * csize.Z];
65         this->heightmap       = new s16[csize.X * csize.Z];
66         this->heatmap         = NULL;
67         this->humidmap        = NULL;
68
69         MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
70
71         this->spflags          = sp->spflags;
72         this->ground_level     = sp->ground_level;
73         this->large_cave_depth = sp->large_cave_depth;
74         this->cave_width       = sp->cave_width;
75         this->lake_threshold   = sp->lake_threshold;
76         this->lake_steepness   = sp->lake_steepness;
77         this->hill_threshold   = sp->hill_threshold;
78         this->hill_steepness   = sp->hill_steepness;
79
80         //// 2D noise
81         noise_terrain      = new Noise(&sp->np_terrain,      seed, csize.X, csize.Z);
82         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
83
84         //// 3D noise
85         // 1-down overgeneraion
86         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
87         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
88
89         //// Biome noise
90         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
91         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
92         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
93         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
94
95         //// Resolve nodes to be used
96         INodeDefManager *ndef = emerge->ndef;
97
98         c_stone                = ndef->getId("mapgen_stone");
99         c_water_source         = ndef->getId("mapgen_water_source");
100         c_lava_source          = ndef->getId("mapgen_lava_source");
101         c_desert_stone         = ndef->getId("mapgen_desert_stone");
102         c_ice                  = ndef->getId("mapgen_ice");
103         c_sandstone            = ndef->getId("mapgen_sandstone");
104
105         c_cobble               = ndef->getId("mapgen_cobble");
106         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
107         c_mossycobble          = ndef->getId("mapgen_mossycobble");
108         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
109         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
110
111         if (c_ice == CONTENT_IGNORE)
112                 c_ice = CONTENT_AIR;
113         if (c_mossycobble == CONTENT_IGNORE)
114                 c_mossycobble = c_cobble;
115         if (c_stair_cobble == CONTENT_IGNORE)
116                 c_stair_cobble = c_cobble;
117         if (c_sandstonebrick == CONTENT_IGNORE)
118                 c_sandstonebrick = c_sandstone;
119         if (c_stair_sandstonebrick == CONTENT_IGNORE)
120                 c_stair_sandstonebrick = c_sandstone;
121 }
122
123
124 MapgenFlat::~MapgenFlat()
125 {
126         delete noise_terrain;
127         delete noise_filler_depth;
128         delete noise_cave1;
129         delete noise_cave2;
130
131         delete noise_heat;
132         delete noise_humidity;
133         delete noise_heat_blend;
134         delete noise_humidity_blend;
135
136         delete[] heightmap;
137         delete[] biomemap;
138 }
139
140
141 MapgenFlatParams::MapgenFlatParams()
142 {
143         spflags          = 0;
144         ground_level     = 8;
145         large_cave_depth = -33;
146         cave_width       = 0.3;
147         lake_threshold   = -0.45;
148         lake_steepness   = 48.0;
149         hill_threshold   = 0.45;
150         hill_steepness   = 64.0;
151
152         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
153         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
154         np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
155         np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
156 }
157
158
159 void MapgenFlatParams::readParams(const Settings *settings)
160 {
161         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
162         settings->getS16NoEx("mgflat_ground_level",     ground_level);
163         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
164         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
165         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
166         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
167         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
168         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
169
170         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
171         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
172         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
173         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
174 }
175
176
177 void MapgenFlatParams::writeParams(Settings *settings) const
178 {
179         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
180         settings->setS16("mgflat_ground_level",     ground_level);
181         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
182         settings->setFloat("mgflat_cave_width",     cave_width);
183         settings->setFloat("mgflat_lake_threshold", lake_threshold);
184         settings->setFloat("mgflat_lake_steepness", lake_steepness);
185         settings->setFloat("mgflat_hill_threshold", hill_threshold);
186         settings->setFloat("mgflat_hill_steepness", hill_steepness);
187
188         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
189         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
190         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
191         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
192 }
193
194
195 /////////////////////////////////////////////////////////////////
196
197
198 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
199 {
200         s16 level_at_point = ground_level;
201         float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
202
203         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
204                 level_at_point = ground_level -
205                         (lake_threshold - n_terrain) * lake_steepness;
206         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
207                 level_at_point = ground_level +
208                         (n_terrain - hill_threshold) * hill_steepness;
209         }
210
211         if (ground_level < water_level)  // Ocean world, allow spawn in water
212                 return MYMAX(level_at_point, water_level);
213         else if (level_at_point > water_level)
214                 return level_at_point;  // Spawn on land
215         else
216                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
217 }
218
219
220 void MapgenFlat::makeChunk(BlockMakeData *data)
221 {
222         // Pre-conditions
223         assert(data->vmanip);
224         assert(data->nodedef);
225         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
226                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
227                 data->blockpos_requested.Z >= data->blockpos_min.Z);
228         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
229                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
230                 data->blockpos_requested.Z <= data->blockpos_max.Z);
231
232         this->generating = true;
233         this->vm   = data->vmanip;
234         this->ndef = data->nodedef;
235         //TimeTaker t("makeChunk");
236
237         v3s16 blockpos_min = data->blockpos_min;
238         v3s16 blockpos_max = data->blockpos_max;
239         node_min = blockpos_min * MAP_BLOCKSIZE;
240         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
241         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
242         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
243
244         blockseed = getBlockSeed2(full_node_min, seed);
245
246         // Make some noise
247         calculateNoise();
248
249         // Generate base terrain, mountains, and ridges with initial heightmaps
250         s16 stone_surface_max_y = generateTerrain();
251
252         // Create heightmap
253         updateHeightmap(node_min, node_max);
254
255         // Create biomemap at heightmap surface
256         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
257                 noise_humidity->result, heightmap, biomemap);
258
259         // Actually place the biome-specific nodes
260         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
261
262         if (flags & MG_CAVES)
263                 generateCaves(stone_surface_max_y);
264
265         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
266                 DungeonParams dp;
267
268                 dp.np_rarity  = nparams_dungeon_rarity;
269                 dp.np_density = nparams_dungeon_density;
270                 dp.np_wetness = nparams_dungeon_wetness;
271                 dp.c_water    = c_water_source;
272                 if (stone_type == STONE) {
273                         dp.c_cobble = c_cobble;
274                         dp.c_moss   = c_mossycobble;
275                         dp.c_stair  = c_stair_cobble;
276
277                         dp.diagonal_dirs = false;
278                         dp.mossratio     = 3.0;
279                         dp.holesize      = v3s16(1, 2, 1);
280                         dp.roomsize      = v3s16(0, 0, 0);
281                         dp.notifytype    = GENNOTIFY_DUNGEON;
282                 } else if (stone_type == DESERT_STONE) {
283                         dp.c_cobble = c_desert_stone;
284                         dp.c_moss   = c_desert_stone;
285                         dp.c_stair  = c_desert_stone;
286
287                         dp.diagonal_dirs = true;
288                         dp.mossratio     = 0.0;
289                         dp.holesize      = v3s16(2, 3, 2);
290                         dp.roomsize      = v3s16(2, 5, 2);
291                         dp.notifytype    = GENNOTIFY_TEMPLE;
292                 } else if (stone_type == SANDSTONE) {
293                         dp.c_cobble = c_sandstonebrick;
294                         dp.c_moss   = c_sandstonebrick;
295                         dp.c_stair  = c_sandstonebrick;
296
297                         dp.diagonal_dirs = false;
298                         dp.mossratio     = 0.0;
299                         dp.holesize      = v3s16(2, 2, 2);
300                         dp.roomsize      = v3s16(2, 0, 2);
301                         dp.notifytype    = GENNOTIFY_DUNGEON;
302                 }
303
304                 DungeonGen dgen(this, &dp);
305                 dgen.generate(blockseed, full_node_min, full_node_max);
306         }
307
308         // Generate the registered decorations
309         if (flags & MG_DECORATIONS)
310                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
311
312         // Generate the registered ores
313         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
314
315         // Sprinkle some dust on top after everything else was generated
316         dustTopNodes();
317
318         //printf("makeChunk: %dms\n", t.stop());
319
320         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
321
322         if (flags & MG_LIGHT)
323                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
324                         full_node_min, full_node_max);
325
326         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
327         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
328
329         this->generating = false;
330 }
331
332
333 void MapgenFlat::calculateNoise()
334 {
335         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
336         s16 x = node_min.X;
337         s16 z = node_min.Z;
338
339         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
340                 noise_terrain->perlinMap2D(x, z);
341
342         // Cave noises are calculated in generateCaves()
343         // only if solid terrain is present in mapchunk
344
345         noise_filler_depth->perlinMap2D(x, z);
346         noise_heat->perlinMap2D(x, z);
347         noise_humidity->perlinMap2D(x, z);
348         noise_heat_blend->perlinMap2D(x, z);
349         noise_humidity_blend->perlinMap2D(x, z);
350
351         for (s32 i = 0; i < csize.X * csize.Z; i++) {
352                 noise_heat->result[i] += noise_heat_blend->result[i];
353                 noise_humidity->result[i] += noise_humidity_blend->result[i];
354         }
355
356         heatmap = noise_heat->result;
357         humidmap = noise_humidity->result;
358         //printf("calculateNoise: %dus\n", t.stop());
359 }
360
361
362 s16 MapgenFlat::generateTerrain()
363 {
364         MapNode n_air(CONTENT_AIR);
365         MapNode n_stone(c_stone);
366         MapNode n_water(c_water_source);
367
368         v3s16 em = vm->m_area.getExtent();
369         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
370         u32 ni2d = 0;
371
372         for (s16 z = node_min.Z; z <= node_max.Z; z++)
373         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
374                 s16 stone_level = ground_level;
375                 float n_terrain = 0.0f;
376
377                 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
378                         n_terrain = noise_terrain->result[ni2d];
379
380                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
381                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
382                         stone_level = ground_level - depress;
383                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
384                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
385                         stone_level = ground_level + rise;
386                 }
387
388                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
389                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
390                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
391                                 if (y <= stone_level) {
392                                         vm->m_data[vi] = n_stone;
393                                         if (y > stone_surface_max_y)
394                                                 stone_surface_max_y = y;
395                                 } else if (y <= water_level) {
396                                         vm->m_data[vi] = n_water;
397                                 } else {
398                                         vm->m_data[vi] = n_air;
399                                 }
400                         }
401                         vm->m_area.add_y(em, vi, 1);
402                 }
403         }
404
405         return stone_surface_max_y;
406 }
407
408
409 MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
410 {
411         v3s16 em = vm->m_area.getExtent();
412         u32 index = 0;
413         MgStoneType stone_type = STONE;
414
415         for (s16 z = node_min.Z; z <= node_max.Z; z++)
416         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
417                 Biome *biome = NULL;
418                 u16 depth_top = 0;
419                 u16 base_filler = 0;
420                 u16 depth_water_top = 0;
421                 u32 vi = vm->m_area.index(x, node_max.Y, z);
422
423                 // Check node at base of mapchunk above, either a node of a previously
424                 // generated mapchunk or if not, a node of overgenerated base terrain.
425                 content_t c_above = vm->m_data[vi + em.X].getContent();
426                 bool air_above = c_above == CONTENT_AIR;
427                 bool water_above = c_above == c_water_source;
428
429                 // If there is air or water above enable top/filler placement, otherwise force
430                 // nplaced to stone level by setting a number exceeding any possible filler depth.
431                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
432
433
434                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
435                         content_t c = vm->m_data[vi].getContent();
436
437                         // Biome is recalculated each time an upper surface is detected while
438                         // working down a column. The selected biome then remains in effect for
439                         // all nodes below until the next surface and biome recalculation.
440                         // Biome is recalculated:
441                         // 1. At the surface of stone below air or water.
442                         // 2. At the surface of water below air.
443                         // 3. When stone or water is detected but biome has not yet been calculated.
444                         if ((c == c_stone && (air_above || water_above || !biome)) ||
445                                         (c == c_water_source && (air_above || !biome))) {
446                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
447                                 depth_top = biome->depth_top;
448                                 base_filler = MYMAX(depth_top + biome->depth_filler
449                                         + noise_filler_depth->result[index], 0);
450                                 depth_water_top = biome->depth_water_top;
451
452                                 // Detect stone type for dungeons during every biome calculation.
453                                 // This is more efficient than detecting per-node and will not
454                                 // miss any desert stone or sandstone biomes.
455                                 if (biome->c_stone == c_desert_stone)
456                                         stone_type = DESERT_STONE;
457                                 else if (biome->c_stone == c_sandstone)
458                                         stone_type = SANDSTONE;
459                         }
460
461                         if (c == c_stone) {
462                                 content_t c_below = vm->m_data[vi - em.X].getContent();
463
464                                 // If the node below isn't solid, make this node stone, so that
465                                 // any top/filler nodes above are structurally supported.
466                                 // This is done by aborting the cycle of top/filler placement
467                                 // immediately by forcing nplaced to stone level.
468                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
469                                         nplaced = U16_MAX;
470
471                                 if (nplaced < depth_top) {
472                                         vm->m_data[vi] = MapNode(biome->c_top);
473                                         nplaced++;
474                                 } else if (nplaced < base_filler) {
475                                         vm->m_data[vi] = MapNode(biome->c_filler);
476                                         nplaced++;
477                                 } else {
478                                         vm->m_data[vi] = MapNode(biome->c_stone);
479                                 }
480
481                                 air_above = false;
482                                 water_above = false;
483                         } else if (c == c_water_source) {
484                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
485                                                 biome->c_water_top : biome->c_water);
486                                 nplaced = 0;  // Enable top/filler placement for next surface
487                                 air_above = false;
488                                 water_above = true;
489                         } else if (c == CONTENT_AIR) {
490                                 nplaced = 0;  // Enable top/filler placement for next surface
491                                 air_above = true;
492                                 water_above = false;
493                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
494                                 nplaced = U16_MAX;  // Disable top/filler placement
495                                 air_above = false;
496                                 water_above = false;
497                         }
498
499                         vm->m_area.add_y(em, vi, -1);
500                 }
501         }
502
503         return stone_type;
504 }
505
506
507 void MapgenFlat::dustTopNodes()
508 {
509         if (node_max.Y < water_level)
510                 return;
511
512         v3s16 em = vm->m_area.getExtent();
513         u32 index = 0;
514
515         for (s16 z = node_min.Z; z <= node_max.Z; z++)
516         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
517                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
518
519                 if (biome->c_dust == CONTENT_IGNORE)
520                         continue;
521
522                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
523                 content_t c_full_max = vm->m_data[vi].getContent();
524                 s16 y_start;
525
526                 if (c_full_max == CONTENT_AIR) {
527                         y_start = full_node_max.Y - 1;
528                 } else if (c_full_max == CONTENT_IGNORE) {
529                         vi = vm->m_area.index(x, node_max.Y + 1, z);
530                         content_t c_max = vm->m_data[vi].getContent();
531
532                         if (c_max == CONTENT_AIR)
533                                 y_start = node_max.Y;
534                         else
535                                 continue;
536                 } else {
537                         continue;
538                 }
539
540                 vi = vm->m_area.index(x, y_start, z);
541                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
542                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
543                                 break;
544
545                         vm->m_area.add_y(em, vi, -1);
546                 }
547
548                 content_t c = vm->m_data[vi].getContent();
549                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
550                         vm->m_area.add_y(em, vi, 1);
551                         vm->m_data[vi] = MapNode(biome->c_dust);
552                 }
553         }
554 }
555
556
557 void MapgenFlat::generateCaves(s16 max_stone_y)
558 {
559         if (max_stone_y < node_min.Y)
560                 return;
561
562         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
563         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
564
565         v3s16 em = vm->m_area.getExtent();
566         u32 index2d = 0;
567
568         for (s16 z = node_min.Z; z <= node_max.Z; z++)
569         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
570                 bool column_is_open = false;  // Is column open to overground
571                 bool is_tunnel = false;  // Is tunnel or tunnel floor
572                 u32 vi = vm->m_area.index(x, node_max.Y, z);
573                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
574                         (x - node_min.X);
575                 // Biome of column
576                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
577
578                 // Don't excavate the overgenerated stone at node_max.Y + 1,
579                 // this creates a 'roof' over the tunnel, preventing light in
580                 // tunnels at mapchunk borders when generating mapchunks upwards.
581                 // This 'roof' is removed when the mapchunk above is generated.
582                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
583                                 index3d -= ystride,
584                                 vm->m_area.add_y(em, vi, -1)) {
585
586                         content_t c = vm->m_data[vi].getContent();
587                         if (c == CONTENT_AIR || c == biome->c_water_top ||
588                                         c == biome->c_water) {
589                                 column_is_open = true;
590                                 continue;
591                         }
592                         // Ground
593                         float d1 = contour(noise_cave1->result[index3d]);
594                         float d2 = contour(noise_cave2->result[index3d]);
595
596                         if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
597                                 // In tunnel and ground content, excavate
598                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
599                                 is_tunnel = true;
600                         } else {
601                                 // Not in tunnel or not ground content
602                                 if (is_tunnel && column_is_open &&
603                                                 (c == biome->c_filler || c == biome->c_stone))
604                                         // Tunnel entrance floor
605                                         vm->m_data[vi] = MapNode(biome->c_top);
606
607                                 column_is_open = false;
608                                 is_tunnel = false;
609                         }
610                 }
611         }
612
613         if (node_max.Y > large_cave_depth)
614                 return;
615
616         PseudoRandom ps(blockseed + 21343);
617         u32 bruises_count = ps.range(0, 2);
618         for (u32 i = 0; i < bruises_count; i++) {
619                 CaveV5 cave(this, &ps);
620                 cave.makeCave(node_min, node_max, max_stone_y);
621         }
622 }