Tolerate packet reordering in the early init process
[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
42
43 FlagDesc flagdesc_mapgen_v5[] = {
44         {NULL,         0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49         : Mapgen(mapgenid, params, emerge)
50 {
51         this->m_emerge = emerge;
52         this->bmgr     = emerge->biomemgr;
53
54         // amount of elements to skip for the next index
55         // for noise/height/biome maps (not vmanip)
56         this->ystride = csize.X;
57         // 1-down overgeneration
58         this->zstride_1d = csize.X * (csize.Y + 1);
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
67         this->spflags    = sp->spflags;
68         this->cave_width = sp->cave_width;
69
70         // Terrain noise
71         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
72         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
73         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
74
75         // 3D terrain noise
76         // 1-up 1-down overgeneration
77         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
78         // 1-down overgeneraion
79         noise_cave1  = new Noise(&sp->np_cave1,  seed, csize.X, csize.Y + 1, csize.Z);
80         noise_cave2  = new Noise(&sp->np_cave2,  seed, csize.X, csize.Y + 1, csize.Z);
81
82         // Biome noise
83         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
84         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
85         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
86         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
87
88         //// Resolve nodes to be used
89         INodeDefManager *ndef = emerge->ndef;
90
91         c_stone                = ndef->getId("mapgen_stone");
92         c_water_source         = ndef->getId("mapgen_water_source");
93         c_lava_source          = ndef->getId("mapgen_lava_source");
94         c_desert_stone         = ndef->getId("mapgen_desert_stone");
95         c_ice                  = ndef->getId("mapgen_ice");
96         c_sandstone            = ndef->getId("mapgen_sandstone");
97
98         c_cobble               = ndef->getId("mapgen_cobble");
99         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
100         c_mossycobble          = ndef->getId("mapgen_mossycobble");
101         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
102         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
103
104         if (c_ice == CONTENT_IGNORE)
105                 c_ice = CONTENT_AIR;
106         if (c_mossycobble == CONTENT_IGNORE)
107                 c_mossycobble = c_cobble;
108         if (c_stair_cobble == CONTENT_IGNORE)
109                 c_stair_cobble = c_cobble;
110         if (c_sandstonebrick == CONTENT_IGNORE)
111                 c_sandstonebrick = c_sandstone;
112         if (c_stair_sandstonebrick == CONTENT_IGNORE)
113                 c_stair_sandstonebrick = c_sandstone;
114 }
115
116
117 MapgenV5::~MapgenV5()
118 {
119         delete noise_filler_depth;
120         delete noise_factor;
121         delete noise_height;
122         delete noise_cave1;
123         delete noise_cave2;
124         delete noise_ground;
125
126         delete noise_heat;
127         delete noise_humidity;
128         delete noise_heat_blend;
129         delete noise_humidity_blend;
130
131         delete[] heightmap;
132         delete[] biomemap;
133 }
134
135
136 MapgenV5Params::MapgenV5Params()
137 {
138         spflags    = 0;
139         cave_width = 0.125;
140
141         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
142         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
143         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
144         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
145         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
146         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
147 }
148
149
150 //#define CAVE_NOISE_SCALE 12.0
151 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
152
153
154 void MapgenV5Params::readParams(const Settings *settings)
155 {
156         settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
157         settings->getFloatNoEx("mgv5_cave_width", cave_width);
158
159         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
160         settings->getNoiseParams("mgv5_np_factor",       np_factor);
161         settings->getNoiseParams("mgv5_np_height",       np_height);
162         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
163         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
164         settings->getNoiseParams("mgv5_np_ground",       np_ground);
165 }
166
167
168 void MapgenV5Params::writeParams(Settings *settings) const
169 {
170         settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
171         settings->setFloat("mgv5_cave_width", cave_width);
172
173         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
174         settings->setNoiseParams("mgv5_np_factor",       np_factor);
175         settings->setNoiseParams("mgv5_np_height",       np_height);
176         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
177         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
178         settings->setNoiseParams("mgv5_np_ground",       np_ground);
179 }
180
181
182 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
183 {
184         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
185
186         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
187         if (f < 0.01)
188                 f = 0.01;
189         else if (f >= 1.0)
190                 f *= 1.6;
191         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
192
193         for (s16 y = 128; y >= -128; y--) {
194                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
195
196                 if (n_ground * f > y - h) {  // If solid
197                         // If either top 2 nodes of search are solid this is inside a
198                         // mountain or floatland with possibly no space for the player to spawn.
199                         if (y >= 127) {
200                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
201                         } else {  // Ground below at least 2 nodes of empty space
202                                 if (y <= water_level || y > water_level + 16)
203                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
204                                 else
205                                         return y;
206                         }
207                 }
208         }
209
210         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
211         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
212 }
213
214
215 void MapgenV5::makeChunk(BlockMakeData *data)
216 {
217         // Pre-conditions
218         assert(data->vmanip);
219         assert(data->nodedef);
220         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
221                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
222                 data->blockpos_requested.Z >= data->blockpos_min.Z);
223         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
224                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
225                 data->blockpos_requested.Z <= data->blockpos_max.Z);
226
227         this->generating = true;
228         this->vm   = data->vmanip;
229         this->ndef = data->nodedef;
230         //TimeTaker t("makeChunk");
231
232         v3s16 blockpos_min = data->blockpos_min;
233         v3s16 blockpos_max = data->blockpos_max;
234         node_min = blockpos_min * MAP_BLOCKSIZE;
235         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
236         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
237         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
238
239         // Create a block-specific seed
240         blockseed = getBlockSeed2(full_node_min, seed);
241
242         // Make some noise
243         calculateNoise();
244
245         // Generate base terrain
246         s16 stone_surface_max_y = generateBaseTerrain();
247
248         // Create heightmap
249         updateHeightmap(node_min, node_max);
250
251         // Create biomemap at heightmap surface
252         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
253                 noise_humidity->result, heightmap, biomemap);
254
255         // Actually place the biome-specific nodes
256         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
257
258         // Generate caves
259         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
260                 generateCaves(stone_surface_max_y);
261
262         // Generate dungeons and desert temples
263         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
264                 DungeonParams dp;
265
266                 dp.np_rarity  = nparams_dungeon_rarity;
267                 dp.np_density = nparams_dungeon_density;
268                 dp.np_wetness = nparams_dungeon_wetness;
269                 dp.c_water    = c_water_source;
270                 if (stone_type == STONE) {
271                         dp.c_cobble = c_cobble;
272                         dp.c_moss   = c_mossycobble;
273                         dp.c_stair  = c_stair_cobble;
274
275                         dp.diagonal_dirs = false;
276                         dp.mossratio     = 3.0;
277                         dp.holesize      = v3s16(1, 2, 1);
278                         dp.roomsize      = v3s16(0, 0, 0);
279                         dp.notifytype    = GENNOTIFY_DUNGEON;
280                 } else if (stone_type == DESERT_STONE) {
281                         dp.c_cobble = c_desert_stone;
282                         dp.c_moss   = c_desert_stone;
283                         dp.c_stair  = c_desert_stone;
284
285                         dp.diagonal_dirs = true;
286                         dp.mossratio     = 0.0;
287                         dp.holesize      = v3s16(2, 3, 2);
288                         dp.roomsize      = v3s16(2, 5, 2);
289                         dp.notifytype    = GENNOTIFY_TEMPLE;
290                 } else if (stone_type == SANDSTONE) {
291                         dp.c_cobble = c_sandstonebrick;
292                         dp.c_moss   = c_sandstonebrick;
293                         dp.c_stair  = c_sandstonebrick;
294
295                         dp.diagonal_dirs = false;
296                         dp.mossratio     = 0.0;
297                         dp.holesize      = v3s16(2, 2, 2);
298                         dp.roomsize      = v3s16(2, 0, 2);
299                         dp.notifytype    = GENNOTIFY_DUNGEON;
300                 }
301
302                 DungeonGen dgen(this, &dp);
303                 dgen.generate(blockseed, full_node_min, full_node_max);
304         }
305
306         // Generate the registered decorations
307         if (flags & MG_DECORATIONS)
308                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
309
310         // Generate the registered ores
311         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
312
313         // Sprinkle some dust on top after everything else was generated
314         dustTopNodes();
315
316         //printf("makeChunk: %dms\n", t.stop());
317
318         // Add top and bottom side of water to transforming_liquid queue
319         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
320
321         // Calculate lighting
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
327         this->generating = false;
328 }
329
330
331 void MapgenV5::calculateNoise()
332 {
333         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
334         s16 x = node_min.X;
335         s16 y = node_min.Y - 1;
336         s16 z = node_min.Z;
337
338         noise_factor->perlinMap2D(x, z);
339         noise_height->perlinMap2D(x, z);
340         noise_ground->perlinMap3D(x, y, 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 //bool is_cave(u32 index) {
363 //      double d1 = contour(noise_cave1->result[index]);
364 //      double d2 = contour(noise_cave2->result[index]);
365 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
366 //}
367
368 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
369 //      double f = 0.55 + noise_factor->result[index2d];
370 //      if(f < 0.01)
371 //              f = 0.01;
372 //      else if(f >= 1.0)
373 //              f *= 1.6;
374 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
375 //      return (noise_ground->result[index] * f > (double)p.Y - h);
376 //}
377
378
379 int MapgenV5::generateBaseTerrain()
380 {
381         u32 index = 0;
382         u32 index2d = 0;
383         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
384
385         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
386                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
387                         u32 vi = vm->m_area.index(node_min.X, y, z);
388                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
389                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
390                                         continue;
391
392                                 float f = 0.55 + noise_factor->result[index2d];
393                                 if (f < 0.01)
394                                         f = 0.01;
395                                 else if (f >= 1.0)
396                                         f *= 1.6;
397                                 float h = noise_height->result[index2d];
398
399                                 if (noise_ground->result[index] * f < y - h) {
400                                         if (y <= water_level)
401                                                 vm->m_data[vi] = MapNode(c_water_source);
402                                         else
403                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
404                                 } else {
405                                         vm->m_data[vi] = MapNode(c_stone);
406                                         if (y > stone_surface_max_y)
407                                                 stone_surface_max_y = y;
408                                 }
409                         }
410                         index2d -= ystride;
411                 }
412                 index2d += ystride;
413         }
414
415         return stone_surface_max_y;
416 }
417
418
419 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
420 {
421         v3s16 em = vm->m_area.getExtent();
422         u32 index = 0;
423         MgStoneType stone_type = STONE;
424
425         for (s16 z = node_min.Z; z <= node_max.Z; z++)
426         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
427                 Biome *biome = NULL;
428                 u16 depth_top = 0;
429                 u16 base_filler = 0;
430                 u16 depth_water_top = 0;
431                 u32 vi = vm->m_area.index(x, node_max.Y, z);
432
433                 // Check node at base of mapchunk above, either a node of a previously
434                 // generated mapchunk or if not, a node of overgenerated base terrain.
435                 content_t c_above = vm->m_data[vi + em.X].getContent();
436                 bool air_above = c_above == CONTENT_AIR;
437                 bool water_above = c_above == c_water_source;
438
439                 // If there is air or water above enable top/filler placement, otherwise force
440                 // nplaced to stone level by setting a number exceeding any possible filler depth.
441                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
442
443                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
444                         content_t c = vm->m_data[vi].getContent();
445
446                         // Biome is recalculated each time an upper surface is detected while
447                         // working down a column. The selected biome then remains in effect for
448                         // all nodes below until the next surface and biome recalculation.
449                         // Biome is recalculated:
450                         // 1. At the surface of stone below air or water.
451                         // 2. At the surface of water below air.
452                         // 3. When stone or water is detected but biome has not yet been calculated.
453                         if ((c == c_stone && (air_above || water_above || !biome)) ||
454                                         (c == c_water_source && (air_above || !biome))) {
455                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
456                                 depth_top = biome->depth_top;
457                                 base_filler = MYMAX(depth_top + biome->depth_filler
458                                                 + noise_filler_depth->result[index], 0);
459                                 depth_water_top = biome->depth_water_top;
460
461                                 // Detect stone type for dungeons during every biome calculation.
462                                 // This is more efficient than detecting per-node and will not
463                                 // miss any desert stone or sandstone biomes.
464                                 if (biome->c_stone == c_desert_stone)
465                                         stone_type = DESERT_STONE;
466                                 else if (biome->c_stone == c_sandstone)
467                                         stone_type = SANDSTONE;
468                         }
469
470                         if (c == c_stone) {
471                                 content_t c_below = vm->m_data[vi - em.X].getContent();
472
473                                 // If the node below isn't solid, make this node stone, so that
474                                 // any top/filler nodes above are structurally supported.
475                                 // This is done by aborting the cycle of top/filler placement
476                                 // immediately by forcing nplaced to stone level.
477                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
478                                         nplaced = U16_MAX;
479
480                                 if (nplaced < depth_top) {
481                                         vm->m_data[vi] = MapNode(biome->c_top);
482                                         nplaced++;
483                                 } else if (nplaced < base_filler) {
484                                         vm->m_data[vi] = MapNode(biome->c_filler);
485                                         nplaced++;
486                                 } else {
487                                         vm->m_data[vi] = MapNode(biome->c_stone);
488                                 }
489
490                                 air_above = false;
491                                 water_above = false;
492                         } else if (c == c_water_source) {
493                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
494                                                 biome->c_water_top : biome->c_water);
495                                 nplaced = 0;  // Enable top/filler placement for next surface
496                                 air_above = false;
497                                 water_above = true;
498                         } else if (c == CONTENT_AIR) {
499                                 nplaced = 0;  // Enable top/filler placement for next surface
500                                 air_above = true;
501                                 water_above = false;
502                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
503                                 nplaced = U16_MAX;  // Disable top/filler placement
504                                 air_above = false;
505                                 water_above = false;
506                         }
507
508                         vm->m_area.add_y(em, vi, -1);
509                 }
510         }
511
512         return stone_type;
513 }
514
515
516 void MapgenV5::dustTopNodes()
517 {
518         if (node_max.Y < water_level)
519                 return;
520
521         v3s16 em = vm->m_area.getExtent();
522         u32 index = 0;
523
524         for (s16 z = node_min.Z; z <= node_max.Z; z++)
525         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
526                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
527
528                 if (biome->c_dust == CONTENT_IGNORE)
529                         continue;
530
531                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
532                 content_t c_full_max = vm->m_data[vi].getContent();
533                 s16 y_start;
534
535                 if (c_full_max == CONTENT_AIR) {
536                         y_start = full_node_max.Y - 1;
537                 } else if (c_full_max == CONTENT_IGNORE) {
538                         vi = vm->m_area.index(x, node_max.Y + 1, z);
539                         content_t c_max = vm->m_data[vi].getContent();
540
541                         if (c_max == CONTENT_AIR)
542                                 y_start = node_max.Y;
543                         else
544                                 continue;
545                 } else {
546                         continue;
547                 }
548
549                 vi = vm->m_area.index(x, y_start, z);
550                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
551                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
552                                 break;
553
554                         vm->m_area.add_y(em, vi, -1);
555                 }
556
557                 content_t c = vm->m_data[vi].getContent();
558                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
559                         vm->m_area.add_y(em, vi, 1);
560                         vm->m_data[vi] = MapNode(biome->c_dust);
561                 }
562         }
563 }
564
565
566 void MapgenV5::generateCaves(int max_stone_y)
567 {
568         if (max_stone_y < node_min.Y)
569                 return;
570
571         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
572         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
573
574         v3s16 em = vm->m_area.getExtent();
575         u32 index2d = 0;
576
577         for (s16 z = node_min.Z; z <= node_max.Z; z++)
578         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
579                 bool column_is_open = false;  // Is column open to overground
580                 bool is_tunnel = false;  // Is tunnel or tunnel floor
581                 // Indexes at column top (node_max.Y)
582                 u32 vi = vm->m_area.index(x, node_max.Y, z);
583                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
584                         (x - node_min.X);
585                 // Biome of column
586                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
587
588                 // Don't excavate the overgenerated stone at node_max.Y + 1,
589                 // this creates a 'roof' over the tunnel, preventing light in
590                 // tunnels at mapchunk borders when generating mapchunks upwards.
591                 // This 'roof' is removed when the mapchunk above is generated.
592                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
593                                 index3d -= ystride,
594                                 vm->m_area.add_y(em, vi, -1)) {
595
596                         content_t c = vm->m_data[vi].getContent();
597                         if (c == CONTENT_AIR || c == biome->c_water_top ||
598                                         c == biome->c_water) {
599                                 column_is_open = true;
600                                 continue;
601                         }
602                         // Ground
603                         float d1 = contour(noise_cave1->result[index3d]);
604                         float d2 = contour(noise_cave2->result[index3d]);
605
606                         if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
607                                 // In tunnel and ground content, excavate
608                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
609                                 is_tunnel = true;
610                         } else {
611                                 // Not in tunnel or not ground content
612                                 if (is_tunnel && column_is_open &&
613                                                 (c == biome->c_filler || c == biome->c_stone))
614                                         // Tunnel entrance floor
615                                         vm->m_data[vi] = MapNode(biome->c_top);
616
617                                 column_is_open = false;
618                                 is_tunnel = false;
619                         }
620                 }
621         }
622
623         if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
624                 return;
625
626         PseudoRandom ps(blockseed + 21343);
627         u32 bruises_count = ps.range(0, 2);
628         for (u32 i = 0; i < bruises_count; i++) {
629                 CaveV5 cave(this, &ps);
630                 cave.makeCave(node_min, node_max, max_stone_y);
631         }
632 }