]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_fractal.cpp
Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)
[dragonfireclient.git] / src / mapgen_fractal.cpp
index 9671a21438e19c25a19b93df0b6a831d11e86ab1..3663599a5a7faa4299a654cedd9aa4e6b9a8f6ab 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2015-2017 paramat
+Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -33,7 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
-#include "treegen.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
 #include "mg_decoration.h"
@@ -47,75 +46,32 @@ FlagDesc flagdesc_mapgen_fractal[] = {
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
-MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
-       this->m_emerge = emerge;
-       this->bmgr     = emerge->biomemgr;
-
-       //// amount of elements to skip for the next index
-       //// for noise/height/biome maps (not vmanip)
-       this->ystride = csize.X;
-       // 1-down overgeneration
-       this->zstride_1d = csize.X * (csize.Y + 1);
-
-       this->heightmap = new s16[csize.X * csize.Z];
-
-       MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
-
-       this->spflags    = sp->spflags;
-       this->cave_width = sp->cave_width;
-       this->fractal    = sp->fractal;
-       this->iterations = sp->iterations;
-       this->scale      = sp->scale;
-       this->offset     = sp->offset;
-       this->slice_w    = sp->slice_w;
-       this->julia_x    = sp->julia_x;
-       this->julia_y    = sp->julia_y;
-       this->julia_z    = sp->julia_z;
-       this->julia_w    = sp->julia_w;
+       spflags          = params->spflags;
+       cave_width       = params->cave_width;
+       large_cave_depth = params->large_cave_depth;
+       lava_depth       = params->lava_depth;
+       fractal          = params->fractal;
+       iterations       = params->iterations;
+       scale            = params->scale;
+       offset           = params->offset;
+       slice_w          = params->slice_w;
+       julia_x          = params->julia_x;
+       julia_y          = params->julia_y;
+       julia_z          = params->julia_z;
+       julia_w          = params->julia_w;
 
        //// 2D terrain noise
-       noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-
-       //// 3D terrain noise
-       // 1-down overgeneraion
-       noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
-       noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
-
-       //// Initialize biome generator
-       biomegen = emerge->biomemgr->createBiomeGen(
-               BIOMEGEN_ORIGINAL, params->bparams, csize);
-       biomemap = biomegen->biomemap;
-
-       this->formula = fractal / 2 + fractal % 2;
-       this->julia   = fractal % 2 == 0;
-
-       //// Resolve nodes to be used
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_ice                  = ndef->getId("mapgen_ice");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       noise_seabed       = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+
+       MapgenBasic::np_cave1 = params->np_cave1;
+       MapgenBasic::np_cave2 = params->np_cave2;
+
+       formula = fractal / 2 + fractal % 2;
+       julia   = fractal % 2 == 0;
 }
 
 
@@ -123,49 +79,33 @@ MapgenFractal::~MapgenFractal()
 {
        delete noise_seabed;
        delete noise_filler_depth;
-       delete noise_cave1;
-       delete noise_cave2;
-
-       delete biomegen;
-
-       delete[] heightmap;
 }
 
 
 MapgenFractalParams::MapgenFractalParams()
 {
-       spflags    = 0;
-       cave_width = 0.3;
-       fractal    = 1;
-       iterations = 11;
-       scale      = v3f(4096.0, 1024.0, 4096.0);
-       offset     = v3f(1.79, 0.0, 0.0);
-       slice_w    = 0.0;
-       julia_x    = 0.33;
-       julia_y    = 0.33;
-       julia_z    = 0.33;
-       julia_w    = 0.33;
-
        np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
        np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
-       np_cave1        = NoiseParams(0,   12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
-       np_cave2        = NoiseParams(0,   12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
+       np_cave1        = NoiseParams(0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
+       np_cave2        = NoiseParams(0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
 }
 
 
 void MapgenFractalParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal);
-       settings->getFloatNoEx("mgfractal_cave_width", cave_width);
-       settings->getU16NoEx("mgfractal_fractal",      fractal);
-       settings->getU16NoEx("mgfractal_iterations",   iterations);
-       settings->getV3FNoEx("mgfractal_scale",        scale);
-       settings->getV3FNoEx("mgfractal_offset",       offset);
-       settings->getFloatNoEx("mgfractal_slice_w",    slice_w);
-       settings->getFloatNoEx("mgfractal_julia_x",    julia_x);
-       settings->getFloatNoEx("mgfractal_julia_y",    julia_y);
-       settings->getFloatNoEx("mgfractal_julia_z",    julia_z);
-       settings->getFloatNoEx("mgfractal_julia_w",    julia_w);
+       settings->getFlagStrNoEx("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal);
+       settings->getFloatNoEx("mgfractal_cave_width",     cave_width);
+       settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
+       settings->getS16NoEx("mgfractal_lava_depth",       lava_depth);
+       settings->getU16NoEx("mgfractal_fractal",          fractal);
+       settings->getU16NoEx("mgfractal_iterations",       iterations);
+       settings->getV3FNoEx("mgfractal_scale",            scale);
+       settings->getV3FNoEx("mgfractal_offset",           offset);
+       settings->getFloatNoEx("mgfractal_slice_w",        slice_w);
+       settings->getFloatNoEx("mgfractal_julia_x",        julia_x);
+       settings->getFloatNoEx("mgfractal_julia_y",        julia_y);
+       settings->getFloatNoEx("mgfractal_julia_z",        julia_z);
+       settings->getFloatNoEx("mgfractal_julia_w",        julia_w);
 
        settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
@@ -176,17 +116,19 @@ void MapgenFractalParams::readParams(const Settings *settings)
 
 void MapgenFractalParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal, U32_MAX);
-       settings->setFloat("mgfractal_cave_width", cave_width);
-       settings->setU16("mgfractal_fractal",      fractal);
-       settings->setU16("mgfractal_iterations",   iterations);
-       settings->setV3F("mgfractal_scale",        scale);
-       settings->setV3F("mgfractal_offset",       offset);
-       settings->setFloat("mgfractal_slice_w",    slice_w);
-       settings->setFloat("mgfractal_julia_x",    julia_x);
-       settings->setFloat("mgfractal_julia_y",    julia_y);
-       settings->setFloat("mgfractal_julia_z",    julia_z);
-       settings->setFloat("mgfractal_julia_w",    julia_w);
+       settings->setFlagStr("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal, U32_MAX);
+       settings->setFloat("mgfractal_cave_width",     cave_width);
+       settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
+       settings->setS16("mgfractal_lava_depth",       lava_depth);
+       settings->setU16("mgfractal_fractal",          fractal);
+       settings->setU16("mgfractal_iterations",       iterations);
+       settings->setV3F("mgfractal_scale",            scale);
+       settings->setV3F("mgfractal_offset",           offset);
+       settings->setFloat("mgfractal_slice_w",        slice_w);
+       settings->setFloat("mgfractal_julia_x",        julia_x);
+       settings->setFloat("mgfractal_julia_y",        julia_y);
+       settings->setFloat("mgfractal_julia_z",        julia_z);
+       settings->setFloat("mgfractal_julia_w",        julia_w);
 
        settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
@@ -214,7 +156,8 @@ int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
                        air_count = 0;
                } else if (solid_below) {  // Air above solid node
                        air_count++;
-                       if (air_count == 2)
+                       // 3 to account for snowblock dust
+                       if (air_count == 3)
                                return y - 2;
                }
        }
@@ -249,9 +192,6 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
        // Generate base terrain, mountains, and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
@@ -260,61 +200,25 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 
        // Init biome generator, place biome-specific nodes, and build biomemap
        biomegen->calcBiomeNoise(node_min);
-       biomegen->getBiomes(heightmap);
-       MgStoneType stone_type = generateBiomes();
+
+       MgStoneType mgstone_type;
+       content_t biome_stone;
+       generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
-
-       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
-               DungeonParams dp;
-
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_density = nparams_dungeon_density;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.c_water    = c_water_source;
-               if (stone_type == STONE) {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.0;
-                       dp.holesize      = v3s16(1, 2, 1);
-                       dp.roomsize      = v3s16(0, 0, 0);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == DESERT_STONE) {
-                       dp.c_cobble = c_desert_stone;
-                       dp.c_moss   = c_desert_stone;
-                       dp.c_stair  = c_desert_stone;
-
-                       dp.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == SANDSTONE) {
-                       dp.c_cobble = c_sandstonebrick;
-                       dp.c_moss   = c_sandstonebrick;
-                       dp.c_stair  = c_sandstonebrick;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 2, 2);
-                       dp.roomsize      = v3s16(2, 0, 2);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               }
+               generateCaves(stone_surface_max_y, large_cave_depth);
 
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
-               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+               m_emerge->decomgr->placeAllDecos(this, blockseed,
+                       node_min, node_max, water_level - 1);
 
        // Generate the registered ores
-       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+       m_emerge->oremgr->placeAllOres(this, blockseed,
+               node_min, node_max, water_level - 1);
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
@@ -334,23 +238,6 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenFractal::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       s16 x = node_min.X;
-       s16 z = node_min.Z;
-
-       noise_seabed->perlinMap2D(x, z);
-
-       // Cave noises are calculated in generateCaves()
-       // only if solid terrain is present in mapchunk
-
-       noise_filler_depth->perlinMap2D(x, z);
-
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
 {
        float cx, cy, cz, cw, ox, oy, oz, ow;
@@ -480,6 +367,8 @@ s16 MapgenFractal::generateTerrain()
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
 
+       noise_seabed->perlinMap2D(node_min.X, node_min.Z);
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++) {
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                        u32 vi = vm->m_area.index(node_min.X, y, z);
@@ -505,220 +394,3 @@ s16 MapgenFractal::generateTerrain()
 
        return stone_surface_max_y;
 }
-
-
-MgStoneType MapgenFractal::generateBiomes()
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = c_above == c_water_source;
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome)) ||
-                                       (c == c_water_source && (air_above || !biome))) {
-                               biome = biomegen->getBiomeAtIndex(index, y);
-
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top + biome->depth_filler
-                                       + noise_filler_depth->result[index], 0);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
-                       }
-
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR || c_below == c_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
-                                               biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
-                       }
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-       }
-
-       return stone_type;
-}
-
-
-void MapgenFractal::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
-}
-
-
-void MapgenFractal::generateCaves(s16 max_stone_y)
-{
-       if (max_stone_y < node_min.Y)
-               return;
-
-       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index2d = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
-               bool column_is_open = false;  // Is column open to overground
-               bool is_tunnel = false;  // Is tunnel or tunnel floor
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-               u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
-                       (x - node_min.X);
-               // Biome of column
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
-               // Don't excavate the overgenerated stone at node_max.Y + 1,
-               // this creates a 'roof' over the tunnel, preventing light in
-               // tunnels at mapchunk borders when generating mapchunks upwards.
-               // This 'roof' is removed when the mapchunk above is generated.
-               for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
-                               index3d -= ystride,
-                               vm->m_area.add_y(em, vi, -1)) {
-
-                       content_t c = vm->m_data[vi].getContent();
-                       if (c == CONTENT_AIR || c == biome->c_water_top ||
-                                       c == biome->c_water) {
-                               column_is_open = true;
-                               continue;
-                       }
-                       // Ground
-                       float d1 = contour(noise_cave1->result[index3d]);
-                       float d2 = contour(noise_cave2->result[index3d]);
-
-                       if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
-                               // In tunnel and ground content, excavate
-                               vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               is_tunnel = true;
-                       } else {
-                               // Not in tunnel or not ground content
-                               if (is_tunnel && column_is_open &&
-                                               (c == biome->c_filler || c == biome->c_stone))
-                                       // Tunnel entrance floor
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-
-                               column_is_open = false;
-                               is_tunnel = false;
-                       }
-               }
-       }
-
-       if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
-               return;
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = ps.range(0, 2);
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV5 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}