Move biome calculation to BiomeGen
[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->heightmap = new s16[csize.X * csize.Z];
61
62         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
63
64         this->spflags    = sp->spflags;
65         this->cave_width = sp->cave_width;
66
67         // Terrain noise
68         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
70         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
71
72         // 3D terrain noise
73         // 1-up 1-down overgeneration
74         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
75         // 1-down overgeneraion
76         noise_cave1  = new Noise(&sp->np_cave1,  seed, csize.X, csize.Y + 1, csize.Z);
77         noise_cave2  = new Noise(&sp->np_cave2,  seed, csize.X, csize.Y + 1, csize.Z);
78
79         //// Initialize biome generator
80         biomegen = emerge->biomemgr->createBiomeGen(
81                 BIOMEGEN_ORIGINAL, params->bparams, csize);
82         biomemap = biomegen->biomemap;
83
84         //// Resolve nodes to be used
85         c_stone                = ndef->getId("mapgen_stone");
86         c_water_source         = ndef->getId("mapgen_water_source");
87         c_lava_source          = ndef->getId("mapgen_lava_source");
88         c_desert_stone         = ndef->getId("mapgen_desert_stone");
89         c_ice                  = ndef->getId("mapgen_ice");
90         c_sandstone            = ndef->getId("mapgen_sandstone");
91
92         c_cobble               = ndef->getId("mapgen_cobble");
93         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
94         c_mossycobble          = ndef->getId("mapgen_mossycobble");
95         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
96         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
97
98         if (c_ice == CONTENT_IGNORE)
99                 c_ice = CONTENT_AIR;
100         if (c_mossycobble == CONTENT_IGNORE)
101                 c_mossycobble = c_cobble;
102         if (c_stair_cobble == CONTENT_IGNORE)
103                 c_stair_cobble = c_cobble;
104         if (c_sandstonebrick == CONTENT_IGNORE)
105                 c_sandstonebrick = c_sandstone;
106         if (c_stair_sandstonebrick == CONTENT_IGNORE)
107                 c_stair_sandstonebrick = c_sandstone;
108 }
109
110
111 MapgenV5::~MapgenV5()
112 {
113         delete noise_filler_depth;
114         delete noise_factor;
115         delete noise_height;
116         delete noise_cave1;
117         delete noise_cave2;
118         delete noise_ground;
119
120         delete biomegen;
121
122         delete[] heightmap;
123 }
124
125
126 MapgenV5Params::MapgenV5Params()
127 {
128         spflags    = 0;
129         cave_width = 0.125;
130
131         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
132         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
133         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
134         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
135         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
136         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
137 }
138
139
140 //#define CAVE_NOISE_SCALE 12.0
141 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
142
143
144 void MapgenV5Params::readParams(const Settings *settings)
145 {
146         settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
147         settings->getFloatNoEx("mgv5_cave_width", cave_width);
148
149         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
150         settings->getNoiseParams("mgv5_np_factor",       np_factor);
151         settings->getNoiseParams("mgv5_np_height",       np_height);
152         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
153         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
154         settings->getNoiseParams("mgv5_np_ground",       np_ground);
155 }
156
157
158 void MapgenV5Params::writeParams(Settings *settings) const
159 {
160         settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
161         settings->setFloat("mgv5_cave_width", cave_width);
162
163         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
164         settings->setNoiseParams("mgv5_np_factor",       np_factor);
165         settings->setNoiseParams("mgv5_np_height",       np_height);
166         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
167         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
168         settings->setNoiseParams("mgv5_np_ground",       np_ground);
169 }
170
171
172 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
173 {
174         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
175
176         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
177         if (f < 0.01)
178                 f = 0.01;
179         else if (f >= 1.0)
180                 f *= 1.6;
181         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
182
183         for (s16 y = 128; y >= -128; y--) {
184                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
185
186                 if (n_ground * f > y - h) {  // If solid
187                         // If either top 2 nodes of search are solid this is inside a
188                         // mountain or floatland with possibly no space for the player to spawn.
189                         if (y >= 127) {
190                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
191                         } else {  // Ground below at least 2 nodes of empty space
192                                 if (y <= water_level || y > water_level + 16)
193                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
194                                 else
195                                         return y;
196                         }
197                 }
198         }
199
200         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
201         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
202 }
203
204
205 void MapgenV5::makeChunk(BlockMakeData *data)
206 {
207         // Pre-conditions
208         assert(data->vmanip);
209         assert(data->nodedef);
210         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
211                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
212                 data->blockpos_requested.Z >= data->blockpos_min.Z);
213         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
214                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
215                 data->blockpos_requested.Z <= data->blockpos_max.Z);
216
217         this->generating = true;
218         this->vm   = data->vmanip;
219         this->ndef = data->nodedef;
220         //TimeTaker t("makeChunk");
221
222         v3s16 blockpos_min = data->blockpos_min;
223         v3s16 blockpos_max = data->blockpos_max;
224         node_min = blockpos_min * MAP_BLOCKSIZE;
225         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
226         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
227         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
228
229         // Create a block-specific seed
230         blockseed = getBlockSeed2(full_node_min, seed);
231
232         // Make some noise
233         calculateNoise();
234
235         // Generate base terrain
236         s16 stone_surface_max_y = generateBaseTerrain();
237
238         // Create heightmap
239         updateHeightmap(node_min, node_max);
240
241         // Init biome generator, place biome-specific nodes, and build biomemap
242         biomegen->calcBiomeNoise(node_min);
243         biomegen->getBiomes(heightmap);
244         MgStoneType stone_type = generateBiomes();
245
246         // Generate caves
247         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
248                 generateCaves(stone_surface_max_y);
249
250         // Generate dungeons and desert temples
251         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
252                 DungeonParams dp;
253
254                 dp.np_rarity  = nparams_dungeon_rarity;
255                 dp.np_density = nparams_dungeon_density;
256                 dp.np_wetness = nparams_dungeon_wetness;
257                 dp.c_water    = c_water_source;
258                 if (stone_type == STONE) {
259                         dp.c_cobble = c_cobble;
260                         dp.c_moss   = c_mossycobble;
261                         dp.c_stair  = c_stair_cobble;
262
263                         dp.diagonal_dirs = false;
264                         dp.mossratio     = 3.0;
265                         dp.holesize      = v3s16(1, 2, 1);
266                         dp.roomsize      = v3s16(0, 0, 0);
267                         dp.notifytype    = GENNOTIFY_DUNGEON;
268                 } else if (stone_type == DESERT_STONE) {
269                         dp.c_cobble = c_desert_stone;
270                         dp.c_moss   = c_desert_stone;
271                         dp.c_stair  = c_desert_stone;
272
273                         dp.diagonal_dirs = true;
274                         dp.mossratio     = 0.0;
275                         dp.holesize      = v3s16(2, 3, 2);
276                         dp.roomsize      = v3s16(2, 5, 2);
277                         dp.notifytype    = GENNOTIFY_TEMPLE;
278                 } else if (stone_type == SANDSTONE) {
279                         dp.c_cobble = c_sandstonebrick;
280                         dp.c_moss   = c_sandstonebrick;
281                         dp.c_stair  = c_sandstonebrick;
282
283                         dp.diagonal_dirs = false;
284                         dp.mossratio     = 0.0;
285                         dp.holesize      = v3s16(2, 2, 2);
286                         dp.roomsize      = v3s16(2, 0, 2);
287                         dp.notifytype    = GENNOTIFY_DUNGEON;
288                 }
289
290                 DungeonGen dgen(this, &dp);
291                 dgen.generate(blockseed, full_node_min, full_node_max);
292         }
293
294         // Generate the registered decorations
295         if (flags & MG_DECORATIONS)
296                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
297
298         // Generate the registered ores
299         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
300
301         // Sprinkle some dust on top after everything else was generated
302         dustTopNodes();
303
304         //printf("makeChunk: %dms\n", t.stop());
305
306         // Add top and bottom side of water to transforming_liquid queue
307         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
308
309         // Calculate lighting
310         if (flags & MG_LIGHT) {
311                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
312                         full_node_min, full_node_max);
313         }
314
315         this->generating = false;
316 }
317
318
319 void MapgenV5::calculateNoise()
320 {
321         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
322         s16 x = node_min.X;
323         s16 y = node_min.Y - 1;
324         s16 z = node_min.Z;
325
326         noise_factor->perlinMap2D(x, z);
327         noise_height->perlinMap2D(x, z);
328         noise_ground->perlinMap3D(x, y, z);
329
330         // Cave noises are calculated in generateCaves()
331         // only if solid terrain is present in mapchunk
332
333         noise_filler_depth->perlinMap2D(x, z);
334
335         //printf("calculateNoise: %dus\n", t.stop());
336 }
337
338
339 //bool is_cave(u32 index) {
340 //      double d1 = contour(noise_cave1->result[index]);
341 //      double d2 = contour(noise_cave2->result[index]);
342 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
343 //}
344
345 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
346 //      double f = 0.55 + noise_factor->result[index2d];
347 //      if(f < 0.01)
348 //              f = 0.01;
349 //      else if(f >= 1.0)
350 //              f *= 1.6;
351 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
352 //      return (noise_ground->result[index] * f > (double)p.Y - h);
353 //}
354
355
356 int MapgenV5::generateBaseTerrain()
357 {
358         u32 index = 0;
359         u32 index2d = 0;
360         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
361
362         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
363                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
364                         u32 vi = vm->m_area.index(node_min.X, y, z);
365                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
366                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
367                                         continue;
368
369                                 float 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                                 float h = noise_height->result[index2d];
375
376                                 if (noise_ground->result[index] * f < y - h) {
377                                         if (y <= water_level)
378                                                 vm->m_data[vi] = MapNode(c_water_source);
379                                         else
380                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
381                                 } else {
382                                         vm->m_data[vi] = MapNode(c_stone);
383                                         if (y > stone_surface_max_y)
384                                                 stone_surface_max_y = y;
385                                 }
386                         }
387                         index2d -= ystride;
388                 }
389                 index2d += ystride;
390         }
391
392         return stone_surface_max_y;
393 }
394
395
396 MgStoneType MapgenV5::generateBiomes()
397 {
398         v3s16 em = vm->m_area.getExtent();
399         u32 index = 0;
400         MgStoneType stone_type = STONE;
401
402         for (s16 z = node_min.Z; z <= node_max.Z; z++)
403         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
404                 Biome *biome = NULL;
405                 u16 depth_top = 0;
406                 u16 base_filler = 0;
407                 u16 depth_water_top = 0;
408                 u32 vi = vm->m_area.index(x, node_max.Y, z);
409
410                 // Check node at base of mapchunk above, either a node of a previously
411                 // generated mapchunk or if not, a node of overgenerated base terrain.
412                 content_t c_above = vm->m_data[vi + em.X].getContent();
413                 bool air_above = c_above == CONTENT_AIR;
414                 bool water_above = c_above == c_water_source;
415
416                 // If there is air or water above enable top/filler placement, otherwise force
417                 // nplaced to stone level by setting a number exceeding any possible filler depth.
418                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
419
420                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
421                         content_t c = vm->m_data[vi].getContent();
422
423                         // Biome is recalculated each time an upper surface is detected while
424                         // working down a column. The selected biome then remains in effect for
425                         // all nodes below until the next surface and biome recalculation.
426                         // Biome is recalculated:
427                         // 1. At the surface of stone below air or water.
428                         // 2. At the surface of water below air.
429                         // 3. When stone or water is detected but biome has not yet been calculated.
430                         if ((c == c_stone && (air_above || water_above || !biome)) ||
431                                         (c == c_water_source && (air_above || !biome))) {
432                                 biome = biomegen->getBiomeAtIndex(index, y);
433
434                                 depth_top = biome->depth_top;
435                                 base_filler = MYMAX(depth_top + biome->depth_filler
436                                                 + noise_filler_depth->result[index], 0);
437                                 depth_water_top = biome->depth_water_top;
438
439                                 // Detect stone type for dungeons during every biome calculation.
440                                 // This is more efficient than detecting per-node and will not
441                                 // miss any desert stone or sandstone biomes.
442                                 if (biome->c_stone == c_desert_stone)
443                                         stone_type = DESERT_STONE;
444                                 else if (biome->c_stone == c_sandstone)
445                                         stone_type = SANDSTONE;
446                         }
447
448                         if (c == c_stone) {
449                                 content_t c_below = vm->m_data[vi - em.X].getContent();
450
451                                 // If the node below isn't solid, make this node stone, so that
452                                 // any top/filler nodes above are structurally supported.
453                                 // This is done by aborting the cycle of top/filler placement
454                                 // immediately by forcing nplaced to stone level.
455                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
456                                         nplaced = U16_MAX;
457
458                                 if (nplaced < depth_top) {
459                                         vm->m_data[vi] = MapNode(biome->c_top);
460                                         nplaced++;
461                                 } else if (nplaced < base_filler) {
462                                         vm->m_data[vi] = MapNode(biome->c_filler);
463                                         nplaced++;
464                                 } else {
465                                         vm->m_data[vi] = MapNode(biome->c_stone);
466                                 }
467
468                                 air_above = false;
469                                 water_above = false;
470                         } else if (c == c_water_source) {
471                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
472                                                 biome->c_water_top : biome->c_water);
473                                 nplaced = 0;  // Enable top/filler placement for next surface
474                                 air_above = false;
475                                 water_above = true;
476                         } else if (c == CONTENT_AIR) {
477                                 nplaced = 0;  // Enable top/filler placement for next surface
478                                 air_above = true;
479                                 water_above = false;
480                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
481                                 nplaced = U16_MAX;  // Disable top/filler placement
482                                 air_above = false;
483                                 water_above = false;
484                         }
485
486                         vm->m_area.add_y(em, vi, -1);
487                 }
488         }
489
490         return stone_type;
491 }
492
493
494 void MapgenV5::dustTopNodes()
495 {
496         if (node_max.Y < water_level)
497                 return;
498
499         v3s16 em = vm->m_area.getExtent();
500         u32 index = 0;
501
502         for (s16 z = node_min.Z; z <= node_max.Z; z++)
503         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
504                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
505
506                 if (biome->c_dust == CONTENT_IGNORE)
507                         continue;
508
509                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
510                 content_t c_full_max = vm->m_data[vi].getContent();
511                 s16 y_start;
512
513                 if (c_full_max == CONTENT_AIR) {
514                         y_start = full_node_max.Y - 1;
515                 } else if (c_full_max == CONTENT_IGNORE) {
516                         vi = vm->m_area.index(x, node_max.Y + 1, z);
517                         content_t c_max = vm->m_data[vi].getContent();
518
519                         if (c_max == CONTENT_AIR)
520                                 y_start = node_max.Y;
521                         else
522                                 continue;
523                 } else {
524                         continue;
525                 }
526
527                 vi = vm->m_area.index(x, y_start, z);
528                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
529                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
530                                 break;
531
532                         vm->m_area.add_y(em, vi, -1);
533                 }
534
535                 content_t c = vm->m_data[vi].getContent();
536                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
537                         vm->m_area.add_y(em, vi, 1);
538                         vm->m_data[vi] = MapNode(biome->c_dust);
539                 }
540         }
541 }
542
543
544 void MapgenV5::generateCaves(int max_stone_y)
545 {
546         if (max_stone_y < node_min.Y)
547                 return;
548
549         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
550         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
551
552         v3s16 em = vm->m_area.getExtent();
553         u32 index2d = 0;
554
555         for (s16 z = node_min.Z; z <= node_max.Z; z++)
556         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
557                 bool column_is_open = false;  // Is column open to overground
558                 bool is_tunnel = false;  // Is tunnel or tunnel floor
559                 // Indexes at column top (node_max.Y)
560                 u32 vi = vm->m_area.index(x, node_max.Y, z);
561                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
562                         (x - node_min.X);
563                 // Biome of column
564                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
565
566                 // Don't excavate the overgenerated stone at node_max.Y + 1,
567                 // this creates a 'roof' over the tunnel, preventing light in
568                 // tunnels at mapchunk borders when generating mapchunks upwards.
569                 // This 'roof' is removed when the mapchunk above is generated.
570                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
571                                 index3d -= ystride,
572                                 vm->m_area.add_y(em, vi, -1)) {
573
574                         content_t c = vm->m_data[vi].getContent();
575                         if (c == CONTENT_AIR || c == biome->c_water_top ||
576                                         c == biome->c_water) {
577                                 column_is_open = true;
578                                 continue;
579                         }
580                         // Ground
581                         float d1 = contour(noise_cave1->result[index3d]);
582                         float d2 = contour(noise_cave2->result[index3d]);
583
584                         if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
585                                 // In tunnel and ground content, excavate
586                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
587                                 is_tunnel = true;
588                         } else {
589                                 // Not in tunnel or not ground content
590                                 if (is_tunnel && column_is_open &&
591                                                 (c == biome->c_filler || c == biome->c_stone))
592                                         // Tunnel entrance floor
593                                         vm->m_data[vi] = MapNode(biome->c_top);
594
595                                 column_is_open = false;
596                                 is_tunnel = false;
597                         }
598                 }
599         }
600
601         if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
602                 return;
603
604         PseudoRandom ps(blockseed + 21343);
605         u32 bruises_count = ps.range(0, 2);
606         for (u32 i = 0; i < bruises_count; i++) {
607                 CaveV5 cave(this, &ps);
608                 cave.makeCave(node_min, node_max, max_stone_y);
609         }
610 }