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