Mgv5: Optimise tunnels, add biome material in entrances
[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         this->spflags      = sp->spflags;
67
68         // Terrain noise
69         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
70         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
71         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
72
73         // 3D terrain noise
74         // 1-up 1-down overgeneration
75         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
76         // 1-down overgeneraion
77         noise_cave1  = new Noise(&sp->np_cave1,  seed, csize.X, csize.Y + 1, csize.Z);
78         noise_cave2  = new Noise(&sp->np_cave2,  seed, csize.X, csize.Y + 1, csize.Z);
79
80         // Biome noise
81         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
82         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
83         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
84         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
85
86         //// Resolve nodes to be used
87         INodeDefManager *ndef = emerge->ndef;
88
89         c_stone                = ndef->getId("mapgen_stone");
90         c_water_source         = ndef->getId("mapgen_water_source");
91         c_lava_source          = ndef->getId("mapgen_lava_source");
92         c_desert_stone         = ndef->getId("mapgen_desert_stone");
93         c_ice                  = ndef->getId("mapgen_ice");
94         c_sandstone            = ndef->getId("mapgen_sandstone");
95
96         c_cobble               = ndef->getId("mapgen_cobble");
97         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
98         c_mossycobble          = ndef->getId("mapgen_mossycobble");
99         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
100         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
101
102         if (c_ice == CONTENT_IGNORE)
103                 c_ice = CONTENT_AIR;
104         if (c_mossycobble == CONTENT_IGNORE)
105                 c_mossycobble = c_cobble;
106         if (c_stair_cobble == CONTENT_IGNORE)
107                 c_stair_cobble = c_cobble;
108         if (c_sandstonebrick == CONTENT_IGNORE)
109                 c_sandstonebrick = c_sandstone;
110         if (c_stair_sandstonebrick == CONTENT_IGNORE)
111                 c_stair_sandstonebrick = c_sandstone;
112 }
113
114
115 MapgenV5::~MapgenV5()
116 {
117         delete noise_filler_depth;
118         delete noise_factor;
119         delete noise_height;
120         delete noise_cave1;
121         delete noise_cave2;
122         delete noise_ground;
123
124         delete noise_heat;
125         delete noise_humidity;
126         delete noise_heat_blend;
127         delete noise_humidity_blend;
128
129         delete[] heightmap;
130         delete[] biomemap;
131 }
132
133
134 MapgenV5Params::MapgenV5Params()
135 {
136         spflags = 0;
137
138         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
139         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
140         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
141         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
142         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
143         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
144 }
145
146
147 //#define CAVE_NOISE_SCALE 12.0
148 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
149
150
151 void MapgenV5Params::readParams(const Settings *settings)
152 {
153         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
154
155         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
156         settings->getNoiseParams("mgv5_np_factor",       np_factor);
157         settings->getNoiseParams("mgv5_np_height",       np_height);
158         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
159         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
160         settings->getNoiseParams("mgv5_np_ground",       np_ground);
161 }
162
163
164 void MapgenV5Params::writeParams(Settings *settings) const
165 {
166         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
167
168         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
169         settings->setNoiseParams("mgv5_np_factor",       np_factor);
170         settings->setNoiseParams("mgv5_np_height",       np_height);
171         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
172         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
173         settings->setNoiseParams("mgv5_np_ground",       np_ground);
174 }
175
176
177 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
178 {
179         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
180
181         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
182         if (f < 0.01)
183                 f = 0.01;
184         else if (f >= 1.0)
185                 f *= 1.6;
186         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
187
188         for (s16 y = 128; y >= -128; y--) {
189                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
190
191                 if (n_ground * f > y - h) {  // If solid
192                         // If either top 2 nodes of search are solid this is inside a
193                         // mountain or floatland with possibly no space for the player to spawn.
194                         if (y >= 127) {
195                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
196                         } else {  // Ground below at least 2 nodes of empty space
197                                 if (y <= water_level || y > water_level + 16)
198                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
199                                 else
200                                         return y;
201                         }
202                 }
203         }
204
205         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
206         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
207 }
208
209
210 void MapgenV5::makeChunk(BlockMakeData *data)
211 {
212         // Pre-conditions
213         assert(data->vmanip);
214         assert(data->nodedef);
215         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
216                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
217                 data->blockpos_requested.Z >= data->blockpos_min.Z);
218         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
219                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
220                 data->blockpos_requested.Z <= data->blockpos_max.Z);
221
222         this->generating = true;
223         this->vm   = data->vmanip;
224         this->ndef = data->nodedef;
225         //TimeTaker t("makeChunk");
226
227         v3s16 blockpos_min = data->blockpos_min;
228         v3s16 blockpos_max = data->blockpos_max;
229         node_min = blockpos_min * MAP_BLOCKSIZE;
230         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
232         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
233
234         // Create a block-specific seed
235         blockseed = getBlockSeed2(full_node_min, seed);
236
237         // Make some noise
238         calculateNoise();
239
240         // Generate base terrain
241         s16 stone_surface_max_y = generateBaseTerrain();
242
243         // Create heightmap
244         updateHeightmap(node_min, node_max);
245
246         // Create biomemap at heightmap surface
247         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
248                 noise_humidity->result, heightmap, biomemap);
249
250         // Actually place the biome-specific nodes
251         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
252
253         // Generate caves
254         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
255                 generateCaves(stone_surface_max_y);
256
257         // Generate dungeons and desert temples
258         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
259                 DungeonParams dp;
260
261                 dp.np_rarity  = nparams_dungeon_rarity;
262                 dp.np_density = nparams_dungeon_density;
263                 dp.np_wetness = nparams_dungeon_wetness;
264                 dp.c_water    = c_water_source;
265                 if (stone_type == STONE) {
266                         dp.c_cobble = c_cobble;
267                         dp.c_moss   = c_mossycobble;
268                         dp.c_stair  = c_stair_cobble;
269
270                         dp.diagonal_dirs = false;
271                         dp.mossratio     = 3.0;
272                         dp.holesize      = v3s16(1, 2, 1);
273                         dp.roomsize      = v3s16(0, 0, 0);
274                         dp.notifytype    = GENNOTIFY_DUNGEON;
275                 } else if (stone_type == DESERT_STONE) {
276                         dp.c_cobble = c_desert_stone;
277                         dp.c_moss   = c_desert_stone;
278                         dp.c_stair  = c_desert_stone;
279
280                         dp.diagonal_dirs = true;
281                         dp.mossratio     = 0.0;
282                         dp.holesize      = v3s16(2, 3, 2);
283                         dp.roomsize      = v3s16(2, 5, 2);
284                         dp.notifytype    = GENNOTIFY_TEMPLE;
285                 } else if (stone_type == SANDSTONE) {
286                         dp.c_cobble = c_sandstonebrick;
287                         dp.c_moss   = c_sandstonebrick;
288                         dp.c_stair  = c_sandstonebrick;
289
290                         dp.diagonal_dirs = false;
291                         dp.mossratio     = 0.0;
292                         dp.holesize      = v3s16(2, 2, 2);
293                         dp.roomsize      = v3s16(2, 0, 2);
294                         dp.notifytype    = GENNOTIFY_DUNGEON;
295                 }
296
297                 DungeonGen dgen(this, &dp);
298                 dgen.generate(blockseed, full_node_min, full_node_max);
299         }
300
301         // Generate the registered decorations
302         if (flags & MG_DECORATIONS)
303                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
304
305         // Generate the registered ores
306         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
307
308         // Sprinkle some dust on top after everything else was generated
309         dustTopNodes();
310
311         //printf("makeChunk: %dms\n", t.stop());
312
313         // Add top and bottom side of water to transforming_liquid queue
314         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
315
316         // Calculate lighting
317         if (flags & MG_LIGHT) {
318                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
319                         full_node_min, full_node_max);
320         }
321
322         this->generating = false;
323 }
324
325
326 void MapgenV5::calculateNoise()
327 {
328         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
329         s16 x = node_min.X;
330         s16 y = node_min.Y - 1;
331         s16 z = node_min.Z;
332
333         noise_factor->perlinMap2D(x, z);
334         noise_height->perlinMap2D(x, z);
335         noise_ground->perlinMap3D(x, y, z);
336
337         // Cave noises are calculated in generateCaves()
338         // only if solid terrain is present in mapchunk
339
340         noise_filler_depth->perlinMap2D(x, z);
341         noise_heat->perlinMap2D(x, z);
342         noise_humidity->perlinMap2D(x, z);
343         noise_heat_blend->perlinMap2D(x, z);
344         noise_humidity_blend->perlinMap2D(x, z);
345
346         for (s32 i = 0; i < csize.X * csize.Z; i++) {
347                 noise_heat->result[i] += noise_heat_blend->result[i];
348                 noise_humidity->result[i] += noise_humidity_blend->result[i];
349         }
350
351         heatmap = noise_heat->result;
352         humidmap = noise_humidity->result;
353         //printf("calculateNoise: %dus\n", t.stop());
354 }
355
356
357 //bool is_cave(u32 index) {
358 //      double d1 = contour(noise_cave1->result[index]);
359 //      double d2 = contour(noise_cave2->result[index]);
360 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
361 //}
362
363 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
364 //      double f = 0.55 + noise_factor->result[index2d];
365 //      if(f < 0.01)
366 //              f = 0.01;
367 //      else if(f >= 1.0)
368 //              f *= 1.6;
369 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
370 //      return (noise_ground->result[index] * f > (double)p.Y - h);
371 //}
372
373
374 int MapgenV5::generateBaseTerrain()
375 {
376         u32 index = 0;
377         u32 index2d = 0;
378         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
379
380         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
381                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
382                         u32 vi = vm->m_area.index(node_min.X, y, z);
383                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
384                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
385                                         continue;
386
387                                 float f = 0.55 + noise_factor->result[index2d];
388                                 if (f < 0.01)
389                                         f = 0.01;
390                                 else if (f >= 1.0)
391                                         f *= 1.6;
392                                 float h = noise_height->result[index2d];
393
394                                 if (noise_ground->result[index] * f < y - h) {
395                                         if (y <= water_level)
396                                                 vm->m_data[vi] = MapNode(c_water_source);
397                                         else
398                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
399                                 } else {
400                                         vm->m_data[vi] = MapNode(c_stone);
401                                         if (y > stone_surface_max_y)
402                                                 stone_surface_max_y = y;
403                                 }
404                         }
405                         index2d -= ystride;
406                 }
407                 index2d += ystride;
408         }
409
410         return stone_surface_max_y;
411 }
412
413
414 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
415 {
416         v3s16 em = vm->m_area.getExtent();
417         u32 index = 0;
418         MgStoneType stone_type = STONE;
419
420         for (s16 z = node_min.Z; z <= node_max.Z; z++)
421         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
422                 Biome *biome = NULL;
423                 u16 depth_top = 0;
424                 u16 base_filler = 0;
425                 u16 depth_water_top = 0;
426                 u32 vi = vm->m_area.index(x, node_max.Y, z);
427
428                 // Check node at base of mapchunk above, either a node of a previously
429                 // generated mapchunk or if not, a node of overgenerated base terrain.
430                 content_t c_above = vm->m_data[vi + em.X].getContent();
431                 bool air_above = c_above == CONTENT_AIR;
432                 bool water_above = c_above == c_water_source;
433
434                 // If there is air or water above enable top/filler placement, otherwise force
435                 // nplaced to stone level by setting a number exceeding any possible filler depth.
436                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
437
438                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
439                         content_t c = vm->m_data[vi].getContent();
440
441                         // Biome is recalculated each time an upper surface is detected while
442                         // working down a column. The selected biome then remains in effect for
443                         // all nodes below until the next surface and biome recalculation.
444                         // Biome is recalculated:
445                         // 1. At the surface of stone below air or water.
446                         // 2. At the surface of water below air.
447                         // 3. When stone or water is detected but biome has not yet been calculated.
448                         if ((c == c_stone && (air_above || water_above || !biome)) ||
449                                         (c == c_water_source && (air_above || !biome))) {
450                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
451                                 depth_top = biome->depth_top;
452                                 base_filler = MYMAX(depth_top + biome->depth_filler
453                                                 + noise_filler_depth->result[index], 0);
454                                 depth_water_top = biome->depth_water_top;
455
456                                 // Detect stone type for dungeons during every biome calculation.
457                                 // This is more efficient than detecting per-node and will not
458                                 // miss any desert stone or sandstone biomes.
459                                 if (biome->c_stone == c_desert_stone)
460                                         stone_type = DESERT_STONE;
461                                 else if (biome->c_stone == c_sandstone)
462                                         stone_type = SANDSTONE;
463                         }
464
465                         if (c == c_stone) {
466                                 content_t c_below = vm->m_data[vi - em.X].getContent();
467
468                                 // If the node below isn't solid, make this node stone, so that
469                                 // any top/filler nodes above are structurally supported.
470                                 // This is done by aborting the cycle of top/filler placement
471                                 // immediately by forcing nplaced to stone level.
472                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
473                                         nplaced = U16_MAX;
474
475                                 if (nplaced < depth_top) {
476                                         vm->m_data[vi] = MapNode(biome->c_top);
477                                         nplaced++;
478                                 } else if (nplaced < base_filler) {
479                                         vm->m_data[vi] = MapNode(biome->c_filler);
480                                         nplaced++;
481                                 } else {
482                                         vm->m_data[vi] = MapNode(biome->c_stone);
483                                 }
484
485                                 air_above = false;
486                                 water_above = false;
487                         } else if (c == c_water_source) {
488                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
489                                                 biome->c_water_top : biome->c_water);
490                                 nplaced = 0;  // Enable top/filler placement for next surface
491                                 air_above = false;
492                                 water_above = true;
493                         } else if (c == CONTENT_AIR) {
494                                 nplaced = 0;  // Enable top/filler placement for next surface
495                                 air_above = true;
496                                 water_above = false;
497                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
498                                 nplaced = U16_MAX;  // Disable top/filler placement
499                                 air_above = false;
500                                 water_above = false;
501                         }
502
503                         vm->m_area.add_y(em, vi, -1);
504                 }
505         }
506
507         return stone_type;
508 }
509
510
511 void MapgenV5::dustTopNodes()
512 {
513         if (node_max.Y < water_level)
514                 return;
515
516         v3s16 em = vm->m_area.getExtent();
517         u32 index = 0;
518
519         for (s16 z = node_min.Z; z <= node_max.Z; z++)
520         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
521                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
522
523                 if (biome->c_dust == CONTENT_IGNORE)
524                         continue;
525
526                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
527                 content_t c_full_max = vm->m_data[vi].getContent();
528                 s16 y_start;
529
530                 if (c_full_max == CONTENT_AIR) {
531                         y_start = full_node_max.Y - 1;
532                 } else if (c_full_max == CONTENT_IGNORE) {
533                         vi = vm->m_area.index(x, node_max.Y + 1, z);
534                         content_t c_max = vm->m_data[vi].getContent();
535
536                         if (c_max == CONTENT_AIR)
537                                 y_start = node_max.Y;
538                         else
539                                 continue;
540                 } else {
541                         continue;
542                 }
543
544                 vi = vm->m_area.index(x, y_start, z);
545                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
546                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
547                                 break;
548
549                         vm->m_area.add_y(em, vi, -1);
550                 }
551
552                 content_t c = vm->m_data[vi].getContent();
553                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
554                         vm->m_area.add_y(em, vi, 1);
555                         vm->m_data[vi] = MapNode(biome->c_dust);
556                 }
557         }
558 }
559
560
561 void MapgenV5::generateCaves(int max_stone_y)
562 {
563         if (max_stone_y < node_min.Y)
564                 return;
565
566         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
567         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
568
569         v3s16 em = vm->m_area.getExtent();
570         u32 index2d = 0;
571
572         for (s16 z = node_min.Z; z <= node_max.Z; z++)
573         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
574                 bool column_is_open = false;  // Is column open to overground
575                 bool is_tunnel = false;  // Is tunnel or tunnel floor
576                 // Indexes at column top (node_max.Y)
577                 u32 vi = vm->m_area.index(x, node_max.Y, z);
578                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
579                         (x - node_min.X);
580                 // Biome of column
581                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
582
583                 // Don't excavate the overgenerated stone at node_max.Y + 1,
584                 // this creates a 'roof' over the tunnel, preventing light in
585                 // tunnels at mapchunk borders when generating mapchunks upwards.
586                 // This 'roof' is removed when the mapchunk above is generated.
587                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
588                                 index3d -= ystride,
589                                 vm->m_area.add_y(em, vi, -1)) {
590
591                         content_t c = vm->m_data[vi].getContent();
592                         if (c == CONTENT_AIR || c == biome->c_water_top ||
593                                         c == biome->c_water) {
594                                 column_is_open = true;
595                                 continue;
596                         }
597                         // Ground
598                         float d1 = contour(noise_cave1->result[index3d]);
599                         float d2 = contour(noise_cave2->result[index3d]);
600
601                         if (d1 * d2 > 0.125f && ndef->get(c).is_ground_content) {
602                                 // In tunnel and ground content, excavate
603                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
604                                 is_tunnel = true;
605                         } else {
606                                 // Not in tunnel or not ground content
607                                 if (is_tunnel && column_is_open &&
608                                                 (c == biome->c_filler || c == biome->c_stone))
609                                         // Tunnel entrance floor
610                                         vm->m_data[vi] = MapNode(biome->c_top);
611
612                                 column_is_open = false;
613                                 is_tunnel = false;
614                         }
615                 }
616         }
617
618         if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
619                 return;
620
621         PseudoRandom ps(blockseed + 21343);
622         u32 bruises_count = ps.range(0, 2);
623         for (u32 i = 0; i < bruises_count; i++) {
624                 CaveV5 cave(this, &ps);
625                 cave.makeCave(node_min, node_max, max_stone_y);
626         }
627 }