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