]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
Fix arm inertia limit case
[minetest.git] / src / mapgen_v5.cpp
index b98acb9287cf09137f2899ff2aeb39794d2cc941..044826705ade51b02078f95ab34009f4b7898574 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) 2014-2017 paramat
+Copyright (C) 2014-2016 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"
@@ -41,76 +40,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {NULL,         0}
+       {"caverns", MGV5_CAVERNS},
+       {NULL,      0}
 };
 
 
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *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->biomemap  = new u8[csize.X * csize.Z];
-       this->heightmap = new s16[csize.X * csize.Z];
-       this->heatmap   = NULL;
-       this->humidmap  = NULL;
-
-       MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
-       this->spflags    = sp->spflags;
-       this->cave_width = sp->cave_width;
+       this->spflags          = params->spflags;
+       this->cave_width       = params->cave_width;
+       this->large_cave_depth = params->large_cave_depth;
+       this->lava_depth       = params->lava_depth;
+       this->cavern_limit     = params->cavern_limit;
+       this->cavern_taper     = params->cavern_taper;
+       this->cavern_threshold = params->cavern_threshold;
 
        // Terrain noise
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-       noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
-       noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+       noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
+       noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain noise
        // 1-up 1-down overgeneration
-       noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
-       // 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);
-
-       // Biome noise
-       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
-       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       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_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+       // 1 down overgeneration
+       MapgenBasic::np_cave1  = params->np_cave1;
+       MapgenBasic::np_cave2  = params->np_cave2;
+       MapgenBasic::np_cavern = params->np_cavern;
 }
 
 
@@ -119,63 +76,59 @@ MapgenV5::~MapgenV5()
        delete noise_filler_depth;
        delete noise_factor;
        delete noise_height;
-       delete noise_cave1;
-       delete noise_cave2;
        delete noise_ground;
-
-       delete noise_heat;
-       delete noise_humidity;
-       delete noise_heat_blend;
-       delete noise_humidity_blend;
-
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenV5Params::MapgenV5Params()
 {
-       spflags    = 0;
-       cave_width = 0.125;
-
        np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
        np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
+       np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
        np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
        np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
-       np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
+       np_cavern       = NoiseParams(0, 1,  v3f(384, 128, 384), 723,    5, 0.63, 2.0);
 }
 
 
-//#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
-
-
 void MapgenV5Params::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
-       settings->getFloatNoEx("mgv5_cave_width", cave_width);
+       settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
+       settings->getFloatNoEx("mgv5_cave_width",       cave_width);
+       settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
+       settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
+       settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
+       settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
+       settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
 
        settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
        settings->getNoiseParams("mgv5_np_factor",       np_factor);
        settings->getNoiseParams("mgv5_np_height",       np_height);
+       settings->getNoiseParams("mgv5_np_ground",       np_ground);
        settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
-       settings->getNoiseParams("mgv5_np_ground",       np_ground);
+       settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
 }
 
 
 void MapgenV5Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
-       settings->setFloat("mgv5_cave_width", cave_width);
+       settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
+       settings->setFloat("mgv5_cave_width",       cave_width);
+       settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
+       settings->setS16("mgv5_lava_depth",         lava_depth);
+       settings->setS16("mgv5_cavern_limit",       cavern_limit);
+       settings->setS16("mgv5_cavern_taper",       cavern_taper);
+       settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
 
        settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
        settings->setNoiseParams("mgv5_np_factor",       np_factor);
        settings->setNoiseParams("mgv5_np_height",       np_height);
+       settings->setNoiseParams("mgv5_np_ground",       np_ground);
        settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
-       settings->setNoiseParams("mgv5_np_ground",       np_ground);
+       settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
 }
 
 
@@ -239,69 +192,35 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        // Create a block-specific seed
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
        // Generate base terrain
        s16 stone_surface_max_y = generateBaseTerrain();
 
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
-               noise_humidity->result, heightmap, biomemap);
-
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
-
-       // Generate caves
-       if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
-               generateCaves(stone_surface_max_y);
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+       MgStoneType stone_type = generateBiomes();
+
+       // Generate caverns, tunnels and classic caves
+       if (flags & MG_CAVES) {
+               bool near_cavern = false;
+               // Generate caverns
+               if (spflags & MGV5_CAVERNS)
+                       near_cavern = generateCaverns(stone_surface_max_y);
+               // Generate tunnels and classic caves
+               if (near_cavern)
+                       // Disable classic caves in this mapchunk by setting
+                       // 'large cave depth' to world base. Avoids excessive liquid in
+                       // large caverns and floating blobs of overgenerated liquid.
+                       generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+               else
+                       generateCaves(stone_surface_max_y, large_cave_depth);
+       }
 
        // Generate dungeons and desert temples
-       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;
-               }
-
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
@@ -328,60 +247,16 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenV5::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       s16 x = node_min.X;
-       s16 y = node_min.Y - 1;
-       s16 z = node_min.Z;
-
-       noise_factor->perlinMap2D(x, z);
-       noise_height->perlinMap2D(x, z);
-       noise_ground->perlinMap3D(x, y, z);
-
-       // Cave noises are calculated in generateCaves()
-       // only if solid terrain is present in mapchunk
-
-       noise_filler_depth->perlinMap2D(x, z);
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
-
-       for (s32 i = 0; i < csize.X * csize.Z; i++) {
-               noise_heat->result[i] += noise_heat_blend->result[i];
-               noise_humidity->result[i] += noise_humidity_blend->result[i];
-       }
-
-       heatmap = noise_heat->result;
-       humidmap = noise_humidity->result;
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
-//bool is_cave(u32 index) {
-//     double d1 = contour(noise_cave1->result[index]);
-//     double d2 = contour(noise_cave2->result[index]);
-//     return d1*d2 > CAVE_NOISE_THRESHOLD;
-//}
-
-//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
-//     double f = 0.55 + noise_factor->result[index2d];
-//     if(f < 0.01)
-//             f = 0.01;
-//     else if(f >= 1.0)
-//             f *= 1.6;
-//     double h = WATER_LEVEL + 10 * noise_height->result[index2d];
-//     return (noise_ground->result[index] * f > (double)p.Y - h);
-//}
-
-
 int MapgenV5::generateBaseTerrain()
 {
        u32 index = 0;
        u32 index2d = 0;
        int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
 
+       noise_factor->perlinMap2D(node_min.X, node_min.Z);
+       noise_height->perlinMap2D(node_min.X, node_min.Z);
+       noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, 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);
@@ -414,219 +289,3 @@ int MapgenV5::generateBaseTerrain()
 
        return stone_surface_max_y;
 }
-
-
-MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
-{
-       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 = bmgr->getBiome(heat_map[index], humidity_map[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 MapgenV5::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 MapgenV5::generateCaves(int 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
-               // Indexes at column top (node_max.Y)
-               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 > MGV5_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);
-       }
-}