From 03868ff8e1bcdcc831b8bd845b8ea7961f7ea1c8 Mon Sep 17 00:00:00 2001
From: kwolekr <kwolekr@minetest.net>
Date: Sun, 21 Apr 2013 00:11:05 -0400
Subject: [PATCH] Class-ify caves & move to cavegen.cpp, fix cave regression,
 add caves to Mapgen V7

---
 src/CMakeLists.txt   |   1 +
 src/cavegen.cpp      | 266 ++++++++++++++++++++++++++++++++++++++++++
 src/cavegen.h        |  68 +++++++++++
 src/emerge.cpp       |   2 +-
 src/mapgen_indev.cpp |  83 ++++++++++----
 src/mapgen_indev.h   |  12 +-
 src/mapgen_v6.cpp    | 268 ++-----------------------------------------
 src/mapgen_v6.h      |  17 +--
 src/mapgen_v7.cpp    |  48 ++++++--
 src/mapgen_v7.h      |   2 +
 10 files changed, 459 insertions(+), 308 deletions(-)
 create mode 100644 src/cavegen.cpp
 create mode 100644 src/cavegen.h

diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 7ddeeb02e..74c5fabb8 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -248,6 +248,7 @@ set(common_SRCS
 	mapgen_singlenode.cpp
 	treegen.cpp
 	dungeongen.cpp
+	cavegen.cpp
 	content_nodemeta.cpp
 	content_mapnode.cpp
 	collision.cpp
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
new file mode 100644
index 000000000..bef50c7a7
--- /dev/null
+++ b/src/cavegen.cpp
@@ -0,0 +1,266 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "util/numeric.h"
+#include "map.h"
+#include "mapgen.h"
+#include "cavegen.h"
+
+
+CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
+			bool is_large_cave, content_t c_water, content_t c_lava) {
+	this->vm = mg->vm;
+	this->water_level = mg->water_level;
+	this->large_cave = is_large_cave;
+	this->ps  = ps;
+	this->ps2 = ps2;
+	this->c_water_source = c_water;
+	this->c_lava_source  = c_lava;
+
+	min_tunnel_diameter = 2;
+	max_tunnel_diameter = ps->range(2, 6);
+	dswitchint = ps->range(1, 14);
+	flooded = true;
+	
+	if (large_cave) {
+		part_max_length_rs = ps->range(2,4);
+		tunnel_routepoints = ps->range(5, ps->range(15,30));
+		min_tunnel_diameter = 5;
+		max_tunnel_diameter = ps->range(7, ps->range(8,24));
+	} else {
+		part_max_length_rs = ps->range(2,9);
+		tunnel_routepoints = ps->range(10, ps->range(15,30));
+	}
+	
+	large_cave_is_flat = (ps->range(0,1) == 0);
+}
+
+
+void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+	node_min = nmin;
+	node_max = nmax;
+	max_stone_y = max_stone_height;
+	main_direction = v3f(0, 0, 0);
+
+	// Allowed route area size in nodes
+	ar = node_max - node_min + v3s16(1, 1, 1);
+	// Area starting point in nodes
+	of = node_min;
+
+	// Allow a bit more
+	//(this should be more than the maximum radius of the tunnel)
+	const s16 max_spread_amount = MAP_BLOCKSIZE;
+	s16 insure = 10;
+	s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
+	ar += v3s16(1,0,1) * more * 2;
+	of -= v3s16(1,0,1) * more;
+
+	route_y_min = 0;
+	// Allow half a diameter + 7 over stone surface
+	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+	// Limit maximum to area
+	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+	if (large_cave) {
+		s16 min = 0;
+		if (node_min.Y < water_level && node_max.Y > water_level) {
+			min = water_level - max_tunnel_diameter/3 - of.Y;
+			route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+		}
+		route_y_min = ps->range(min, min + max_tunnel_diameter);
+		route_y_min = rangelim(route_y_min, 0, route_y_max);
+	}
+
+	s16 route_start_y_min = route_y_min;
+	s16 route_start_y_max = route_y_max;
+
+	route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+	route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+
+	// Randomize starting position
+	orp = v3f(
+		(float)(ps->next() % ar.X) + 0.5,
+		(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
+		(float)(ps->next() % ar.Z) + 0.5
+	);
+
+	// Generate some tunnel starting from orp
+	for (u16 j = 0; j < tunnel_routepoints; j++)
+		makeTunnel(j % dswitchint == 0);
+}
+
+
+void CaveV6::makeTunnel(bool dirswitch) {
+	if (dirswitch && !large_cave) {
+		main_direction = v3f(
+			((float)(ps->next() % 20) - (float)10) / 10,
+			((float)(ps->next() % 20) - (float)10) / 30,
+			((float)(ps->next() % 20) - (float)10) / 10
+		);
+		main_direction *= (float)ps->range(0, 10) / 10;
+	}
+
+	// Randomize size
+	s16 min_d = min_tunnel_diameter;
+	s16 max_d = max_tunnel_diameter;
+	rs = ps->range(min_d, max_d);
+
+	v3s16 maxlen;
+	if (large_cave) {
+		maxlen = v3s16(
+			rs * part_max_length_rs,
+			rs * part_max_length_rs / 2,
+			rs * part_max_length_rs
+		);
+	} else {
+		maxlen = v3s16(
+			rs * part_max_length_rs,
+			ps->range(1, rs * part_max_length_rs),
+			rs * part_max_length_rs
+		);
+	}
+
+	v3f vec(
+		(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+		(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
+		(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+	);
+
+	// Jump downward sometimes
+	if (!large_cave && ps->range(0, 12) == 0) {
+		vec = v3f(
+			(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
+			(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
+			(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+		);
+	}
+
+	/*if(large_cave){
+		v3f p = orp + vec;
+		s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef);
+		route_y_min = h - rs/3;
+		route_y_max = h + rs;
+	}*/
+
+	vec += main_direction;
+
+	v3f rp = orp + vec;
+	if (rp.X < 0)
+		rp.X = 0;
+	else if (rp.X >= ar.X)
+		rp.X = ar.X - 1;
+	
+	if (rp.Y < route_y_min)
+		rp.Y = route_y_min;
+	else if (rp.Y >= route_y_max)
+		rp.Y = route_y_max - 1;
+	
+	if (rp.Z < 0)
+		rp.Z = 0;
+	else if (rp.Z >= ar.Z)
+		rp.Z = ar.Z - 1;
+	
+	vec = rp - orp;
+
+	float veclen = vec.getLength();
+	// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
+	if (veclen == 0.0)
+		veclen = 1.0;
+		
+	// Every second section is rough
+	bool randomize_xz = (ps2->range(1, 2) == 1);
+
+	// Carve routes
+	for (float f = 0; f < 1.0; f += 1.0 / veclen)
+		carveRoute(vec, f, randomize_xz);
+	
+	orp = rp;
+}
+
+
+void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
+	MapNode airnode(CONTENT_AIR);
+	MapNode waternode(c_water_source);
+	MapNode lavanode(c_lava_source);
+	
+	v3s16 startp(orp.X, orp.Y, orp.Z);
+	startp += of;
+	
+	v3f fp = orp + vec * f;
+	fp.X += 0.1 * ps->range(-10, 10);
+	fp.Z += 0.1 * ps->range(-10, 10);
+	v3s16 cp(fp.X, fp.Y, fp.Z);
+
+	s16 d0 = -rs/2;
+	s16 d1 = d0 + rs;
+	if (randomize_xz) {
+		d0 += ps->range(-1, 1);
+		d1 += ps->range(-1, 1);
+	}
+	
+	for (s16 z0 = d0; z0 <= d1; z0++) {
+		s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
+		for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+			s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+			s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+			for (s16 y0 = -si2; y0 <= si2; y0++) {
+				// Make better floors in small caves
+				//if(y0 <= -rs/2 && rs<=7)
+				//	continue;
+				
+				if (large_cave_is_flat) {
+					// Make large caves not so tall
+					if (rs > 7 && abs(y0) >= rs / 3)
+						continue;
+				}
+
+				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+				p += of;
+
+				if (vm->m_area.contains(p) == false)
+					continue;
+
+				u32 i = vm->m_area.index(p);
+
+				if (large_cave) {
+					int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+					int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+					
+					if (flooded && full_ymin < water_level && full_ymax > water_level) {
+						vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+					} else if (flooded && full_ymax < water_level) {
+						vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
+					} else {
+						vm->m_data[i] = airnode;
+					}
+				} else {
+					// Don't replace air or water or lava or ignore
+					content_t c = vm->m_data[i].getContent();
+					if (c == CONTENT_IGNORE || c == CONTENT_AIR ||
+						c == c_water_source || c == c_lava_source)
+						continue;
+
+					vm->m_data[i] = airnode;
+					vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+				}
+			}
+		}
+	}
+}
diff --git a/src/cavegen.h b/src/cavegen.h
new file mode 100644
index 000000000..979226b3e
--- /dev/null
+++ b/src/cavegen.h
@@ -0,0 +1,68 @@
+/*
+Minetest
+Copyright (C) 2010-2013 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
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef CAVEGEN_HEADER
+#define CAVEGEN_HEADER
+
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
+class CaveV6 {
+public:
+	ManualMapVoxelManipulator *vm;
+
+	s16 min_tunnel_diameter;
+	s16 max_tunnel_diameter;
+	u16 tunnel_routepoints;
+	int dswitchint;
+	int part_max_length_rs;
+
+	bool large_cave;
+	bool large_cave_is_flat;
+	bool flooded;
+
+	s16 max_stone_y;
+	v3s16 node_min;
+	v3s16 node_max;
+	
+	v3f orp;  //original point
+	v3s16 of;
+	v3s16 ar; // allowed route area
+	s16 rs;   // radius size
+	v3f main_direction;
+	
+	s16 route_y_min;
+	s16 route_y_max;
+	
+	PseudoRandom *ps;
+	PseudoRandom *ps2;
+	
+	content_t c_water_source;
+	content_t c_lava_source;
+	
+	int water_level;
+
+	CaveV6() {}
+	CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
+			content_t c_water, content_t c_lava);
+	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
+	void makeTunnel(bool dirswitch);
+	void carveRoute(v3f vec, float f, bool randomize_xz);
+};
+
+#endif
diff --git a/src/emerge.cpp b/src/emerge.cpp
index 049b3cc12..2d8b01819 100644
--- a/src/emerge.cpp
+++ b/src/emerge.cpp
@@ -50,7 +50,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 EmergeManager::EmergeManager(IGameDef *gamedef) {
 	//register built-in mapgens
 	registerMapgen("v6", new MapgenFactoryV6());
-	//registerMapgen("v7", new MapgenFactoryV7());
+	registerMapgen("v7", new MapgenFactoryV7());
 	registerMapgen("indev", new MapgenFactoryIndev());
 	registerMapgen("singlenode", new MapgenFactorySinglenode());
 
diff --git a/src/mapgen_indev.cpp b/src/mapgen_indev.cpp
index 5c842b6a5..7f0faf16f 100644
--- a/src/mapgen_indev.cpp
+++ b/src/mapgen_indev.cpp
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "constants.h"
 #include "map.h"
 #include "main.h"
+#include "util/numeric.h"
 #include "log.h"
 
 /////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
@@ -154,9 +155,6 @@ void MapgenIndev::calculateNoise() {
 			z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
 		noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
 
-	}
-	
-	if (!(flags & MG_FLAT)) {
 		noiseindev_mud->perlinMap2D(
 			x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
 			z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
@@ -256,28 +254,66 @@ float MapgenIndev::getMudAmount(int index) {
 	return noiseindev_mud->result[index];
 }
 
-void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
-	cave.min_tunnel_diameter = 2;
-	cave.max_tunnel_diameter = ps.range(2,6);
-	cave.dswitchint = ps.range(1,14);
-	cave.flooded = large_cave && ps.range(0,4);
-	if(large_cave){
-		cave.part_max_length_rs = ps.range(2,4);
-		if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
-			cave.flooded = !ps.range(0, 3);
-			cave.tunnel_routepoints = ps.range(5, 30);
-			cave.min_tunnel_diameter = 30;
-			cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
+void MapgenIndev::generateCaves(int max_stone_y) {
+	float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
+	int volume_nodes = (node_max.X - node_min.X + 1) *
+					   (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+	cave_amount = MYMAX(0.0, cave_amount);
+	u32 caves_count = cave_amount * volume_nodes / 50000;
+	u32 bruises_count = 1;
+	PseudoRandom ps(blockseed + 21343);
+	PseudoRandom ps2(blockseed + 1032);
+	
+	if (ps.range(1, 6) == 1)
+		bruises_count = ps.range(0, ps.range(0, 2));
+	
+	if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+		caves_count   /= 3;
+		bruises_count /= 3;
+	}
+	
+	for (u32 i = 0; i < caves_count + bruises_count; i++) {
+		bool large_cave = (i >= caves_count);
+		CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
+						c_water_source, c_lava_source);
+
+		cave.makeCave(node_min, node_max, max_stone_y);
+	}
+}
+
+CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
+				v3s16 node_min, bool is_large_cave,
+				content_t c_water, content_t c_lava) {
+	this->vm = mg->vm;
+	this->water_level = mg->water_level;
+	this->large_cave = is_large_cave;
+	this->ps  = ps;
+	this->ps2 = ps2;
+	this->c_water_source = c_water;
+	this->c_lava_source  = c_lava;
+
+	min_tunnel_diameter = 2;
+	max_tunnel_diameter = ps->range(2,6);
+	dswitchint = ps->range(1,14);
+	flooded = large_cave && ps->range(0,4);
+	if (large_cave) {
+		part_max_length_rs = ps->range(2,4);
+		float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
+		if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
+			flooded = !ps->range(0, 3);
+			tunnel_routepoints = ps->range(5, 30);
+			min_tunnel_diameter = 30;
+			max_tunnel_diameter = ps->range(40, ps->range(80, 200));
 		} else {
-			cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
-			cave.min_tunnel_diameter = 5;
-			cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
+			tunnel_routepoints = ps->range(5, ps->range(15,30));
+			min_tunnel_diameter = 5;
+			max_tunnel_diameter = ps->range(7, ps->range(8,24));
 		}
 	} else {
-		cave.part_max_length_rs = ps.range(2,9);
-		cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+		part_max_length_rs = ps->range(2,9);
+		tunnel_routepoints = ps->range(10, ps->range(15,30));
 	}
-	cave.large_cave_is_flat = (ps.range(0,1) == 0);
+	large_cave_is_flat = (ps->range(0,1) == 0);
 }
 
 /*
@@ -365,7 +401,8 @@ void MapgenIndev::generateFloatIslands(int min_y) {
 	}
 }
 
-void MapgenIndev::generateSomething() {
+void MapgenIndev::generateExperimental() {
 	int float_islands = g_settings->getS16("mgindev_float_islands");
-	if(float_islands) generateFloatIslands(float_islands);
+	if (float_islands)
+		generateFloatIslands(float_islands);
 }
diff --git a/src/mapgen_indev.h b/src/mapgen_indev.h
index fdac1ba20..bd6faa21c 100644
--- a/src/mapgen_indev.h
+++ b/src/mapgen_indev.h
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen.h"
 #include "mapgen_v6.h"
+#include "cavegen.h"
 
 float farscale(float scale, float z);
 float farscale(float scale, float x, float z);
@@ -133,8 +134,9 @@ class MapgenIndev : public MapgenV6 {
 	float baseTerrainLevelFromNoise(v2s16 p);
 	float baseTerrainLevelFromMap(int index);
 	float getMudAmount(int index);
-	void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
-	void generateSomething();
+	void generateCaves(int max_stone_y);
+	//void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
+	void generateExperimental();
 	
 	void generateFloatIslands(int min_y);
 };
@@ -149,4 +151,10 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
 	};
 };
 
+class CaveIndev : public CaveV6 {
+public:
+	CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min,
+			bool is_large_cave, content_t c_water, content_t c_lava);
+};
+
 #endif
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index 2e44d7b4a..352afd2f3 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
+#include "cavegen.h"
 #include "treegen.h"
 #include "mapgen_v6.h"
 
@@ -423,7 +424,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
 	// Generate general ground level to full area
 	stone_surface_max_y = generateGround();
 
-	generateSomething();
+	generateExperimental();
 
 	const s16 max_spread_amount = MAP_BLOCKSIZE;
 	// Limit dirt flow area by 1 because mud is flown into neighbors.
@@ -927,35 +928,10 @@ void MapgenV6::growGrass() {
 }
 
 
-void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
-						 v3s16 node_min, bool large_cave) {
-	cave.min_tunnel_diameter = 2;
-	cave.max_tunnel_diameter = ps.range(2,6);
-	cave.dswitchint = ps.range(1,14);
-	cave.flooded = true; //large_cave && ps.range(0,4);
-	if (large_cave){
-		cave.part_max_length_rs = ps.range(2,4);
-		cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
-		cave.min_tunnel_diameter = 5;
-		cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
-	} else {
-		cave.part_max_length_rs = ps.range(2,9);
-		cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
-	}
-	cave.large_cave_is_flat = (ps.range(0,1) == 0);
-}
-
-
 void MapgenV6::generateCaves(int max_stone_y) {
-	// 24ms @cs=8
-	//TimeTaker timer1("caves");
-	
-	/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
-		0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
-		data->seed+34329, 3, 0.50);*/
-	const s16 max_spread_amount = MAP_BLOCKSIZE;
 	float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
-
+	int volume_nodes = (node_max.X - node_min.X + 1) *
+					   (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
 	cave_amount = MYMAX(0.0, cave_amount);
 	u32 caves_count = cave_amount * volume_nodes / 50000;
 	u32 bruises_count = 1;
@@ -970,238 +946,10 @@ void MapgenV6::generateCaves(int max_stone_y) {
 		bruises_count /= 3;
 	}
 	
-	for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
-		/*int avg_height = (int)
-			  ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
-				base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
-		if ((node_max.Y + node_min.Y) / 2 > avg_height)
-			break;*/
-
-		bool large_cave = (jj >= caves_count);
-
-		Cave cave;
-		defineCave(cave, ps, node_min, large_cave);
-
-		v3f main_direction(0,0,0);
-
-		// Allowed route area size in nodes
-		v3s16 ar = central_area_size;
-
-		// Area starting point in nodes
-		v3s16 of = node_min;
-
-		// Allow a bit more
-		//(this should be more than the maximum radius of the tunnel)
-		s16 insure = 10;
-		s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
-		ar += v3s16(1,0,1) * more * 2;
-		of -= v3s16(1,0,1) * more;
-
-		s16 route_y_min = 0;
-		// Allow half a diameter + 7 over stone surface
-		s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
-
-		// Limit maximum to area
-		route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
-		if(large_cave)
-		{
-			s16 min = 0;
-			if(node_min.Y < water_level && node_max.Y > water_level)
-			{
-				min = water_level - cave.max_tunnel_diameter/3 - of.Y;
-				route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
-			}
-			route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
-			route_y_min = rangelim(route_y_min, 0, route_y_max);
-		}
-
-		s16 route_start_y_min = route_y_min;
-		s16 route_start_y_max = route_y_max;
-
-		route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-		route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
-		// Randomize starting position
-		v3f orp(
-			(float)(ps.next()%ar.X)+0.5,
-			(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
-			(float)(ps.next()%ar.Z)+0.5
-		);
-
-		v3s16 startp(orp.X, orp.Y, orp.Z);
-		startp += of;
-
-		MapNode airnode(CONTENT_AIR);
-		MapNode waternode(c_water_source);
-		MapNode lavanode(c_lava_source);
+	for (u32 i = 0; i < caves_count + bruises_count; i++) {
+		bool large_cave = (i >= caves_count);
+		CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source);
 
-		/*
-			Generate some tunnel starting from orp
-		*/
-
-		for(u16 j=0; j<cave.tunnel_routepoints; j++)
-		{
-			if(j%cave.dswitchint==0 && large_cave == false)
-			{
-				main_direction = v3f(
-					((float)(ps.next()%20)-(float)10)/10,
-					((float)(ps.next()%20)-(float)10)/30,
-					((float)(ps.next()%20)-(float)10)/10
-				);
-				main_direction *= (float)ps.range(0, 10)/10;
-			}
-
-			// Randomize size
-			s16 min_d = cave.min_tunnel_diameter;
-			s16 max_d = cave.max_tunnel_diameter;
-			s16 rs = ps.range(min_d, max_d);
-
-			// Every second section is rough
-			bool randomize_xz = (ps2.range(1,2) == 1);
-
-			v3s16 maxlen;
-			if(large_cave)
-			{
-				maxlen = v3s16(
-					rs*cave.part_max_length_rs,
-					rs*cave.part_max_length_rs/2,
-					rs*cave.part_max_length_rs
-				);
-			}
-			else
-			{
-				maxlen = v3s16(
-					rs*cave.part_max_length_rs,
-					ps.range(1, rs*cave.part_max_length_rs),
-					rs*cave.part_max_length_rs
-				);
-			}
-
-			v3f vec;
-
-			vec = v3f(
-				(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-				(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
-				(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-			);
-
-			// Jump downward sometimes
-			if(!large_cave && ps.range(0,12) == 0)
-			{
-				vec = v3f(
-					(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-					(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
-					(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-				);
-			}
-
-			/*if(large_cave){
-				v3f p = orp + vec;
-				s16 h = find_ground_level_clever(vmanip,
-						v2s16(p.X, p.Z), ndef);
-				route_y_min = h - rs/3;
-				route_y_max = h + rs;
-			}*/
-
-			vec += main_direction;
-
-			v3f rp = orp + vec;
-			if(rp.X < 0)
-				rp.X = 0;
-			else if(rp.X >= ar.X)
-				rp.X = ar.X-1;
-			if(rp.Y < route_y_min)
-				rp.Y = route_y_min;
-			else if(rp.Y >= route_y_max)
-				rp.Y = route_y_max-1;
-			if(rp.Z < 0)
-				rp.Z = 0;
-			else if(rp.Z >= ar.Z)
-				rp.Z = ar.Z-1;
-			vec = rp - orp;
-
-			float veclen = vec.getLength();
-			// As odd as it sounds, veclen is *exactly*
-			// 0.0 sometimes, causing a FPE
-			if (veclen == 0.0)
-				veclen = 1.0;
-
-			for(float f=0; f<1.0; f+=1.0/veclen)
-			{
-				v3f fp = orp + vec * f;
-				fp.X += 0.1*ps.range(-10,10);
-				fp.Z += 0.1*ps.range(-10,10);
-				v3s16 cp(fp.X, fp.Y, fp.Z);
-
-				s16 d0 = -rs/2;
-				s16 d1 = d0 + rs;
-				if(randomize_xz){
-					d0 += ps.range(-1,1);
-					d1 += ps.range(-1,1);
-				}
-				for(s16 z0=d0; z0<=d1; z0++)
-				{
-					s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
-					for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
-					{
-						s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-						s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
-						for(s16 y0=-si2; y0<=si2; y0++)
-						{
-							/*// Make better floors in small caves
-							if(y0 <= -rs/2 && rs<=7)
-								continue;*/
-							if (cave.large_cave_is_flat) {
-								// Make large caves not so tall
-								if (rs > 7 && abs(y0) >= rs/3)
-									continue;
-							}
-
-							s16 z = cp.Z + z0;
-							s16 y = cp.Y + y0;
-							s16 x = cp.X + x0;
-							v3s16 p(x,y,z);
-							p += of;
-
-							if(vm->m_area.contains(p) == false)
-								continue;
-
-							u32 i = vm->m_area.index(p);
-
-							if(large_cave) {
-								if (cave.flooded && full_node_min.Y < water_level &&
-									full_node_max.Y > water_level) {
-									if (p.Y <= water_level)
-										vm->m_data[i] = waternode;
-									else
-										vm->m_data[i] = airnode;
-								} else if (cave.flooded && full_node_max.Y < water_level) {
-									if (p.Y < startp.Y - 2)
-										vm->m_data[i] = lavanode;
-									else
-										vm->m_data[i] = airnode;
-								} else {
-									vm->m_data[i] = airnode;
-								}
-							} else {
-								// Don't replace air or water or lava or ignore
-								if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
-									vm->m_data[i].getContent() == CONTENT_AIR ||
-									vm->m_data[i].getContent() == c_water_source ||
-									vm->m_data[i].getContent() == c_lava_source)
-									continue;
-
-								vm->m_data[i] = airnode;
-
-								// Set tunnel flag
-								vm->m_flags[i] |= VMANIP_FLAG_CAVE;
-							}
-						}
-					}
-				}
-			}
-			orp = rp;
-		}
+		cave.makeCave(node_min, node_max, max_stone_y);
 	}
 }
diff --git a/src/mapgen_v6.h b/src/mapgen_v6.h
index d37e406cb..a0276fb59 100644
--- a/src/mapgen_v6.h
+++ b/src/mapgen_v6.h
@@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen.h"
 
 #define AVERAGE_MUD_AMOUNT 4
-#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 
 enum BiomeType
 {
@@ -43,16 +42,6 @@ extern NoiseParams nparams_v6_def_humidity;
 extern NoiseParams nparams_v6_def_trees;
 extern NoiseParams nparams_v6_def_apple_trees;
 
-struct Cave {
-	s16 min_tunnel_diameter;
-	s16 max_tunnel_diameter;
-	int dswitchint;
-	u16 tunnel_routepoints;
-	int part_max_length_rs;
-	bool large_cave_is_flat;
-	bool flooded;
-};
-
 struct MapgenV6Params : public MapgenParams {
 	float freq_desert;
 	float freq_beach;
@@ -166,10 +155,8 @@ class MapgenV6 : public Mapgen {
 	void addDirtGravelBlobs();
 	void growGrass();
 	void placeTreesAndJungleGrass();
-	virtual void defineCave(Cave &cave, PseudoRandom ps,
-							v3s16 node_min, bool large_cave);
-	void generateCaves(int max_stone_y);
-	virtual void generateSomething() {}; //for next mapgen
+	virtual void generateCaves(int max_stone_y);
+	virtual void generateExperimental() {}
 };
 
 struct MapgenFactoryV6 : public MapgenFactory {
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index 8aad37f73..d5194341d 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
+#include "cavegen.h"
 #include "treegen.h"
 #include "biome.h"
 #include "mapgen_v7.h"
@@ -142,7 +143,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
 	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
 	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
-	//blockseed = emerge->getBlockSeed(full_node_min);
+	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
 
 	// Make some noise
 	calculateNoise();
@@ -163,14 +164,17 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
 	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
 	c_sand            = ndef->getId("mapgen_sand");
 	c_water_source    = ndef->getId("mapgen_water_source");
+	c_lava_source     = ndef->getId("mapgen_lava_source");
 	
 	generateTerrain();
 	carveRidges();
 	
 	//carveRivers();
-	addTopNodes();
-	growGrass();
+
 	
+	generateCaves(stone_surface_max_y);
+	addTopNodes();
+	growGrass();	
 	//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
 
 	if (flags & MG_DUNGEONS) {
@@ -398,6 +402,8 @@ void MapgenV7::addTopNodes() {
 	
 	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 = bmgr->biomes[biomemap[index]];
+		
 		// First, add top nodes below the ridge
 		s16 y = ridge_heightmap[index];
 		
@@ -408,7 +414,8 @@ void MapgenV7::addTopNodes() {
 		if (y > node_max.Y) {
 			y = node_max.Y; // Let's see if we can still go downward anyway
 			u32 vi = vm->m_area.index(x, y, z);
-			if (vm->m_data[vi].getContent() != CONTENT_AIR)
+			content_t c = vm->m_data[vi].getContent();
+			if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
 				continue;
 		}
 		
@@ -417,12 +424,14 @@ void MapgenV7::addTopNodes() {
 		// where a ridge had been carved
 		u32 i = vm->m_area.index(x, y, z);
 		for (; y >= node_min.Y; y--) {
-			if (vm->m_data[i].getContent() != CONTENT_AIR)
+			content_t c = vm->m_data[i].getContent();
+			if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
+			//if (vm->m_data[i].getContent() != CONTENT_AIR)
 				break;
 			vm->m_area.add_y(em, i, -1);
 		}
 
-		Biome *biome = bmgr->biomes[biomemap[index]];
+		
 
 		if (y != node_min.Y - 1) {
 			ridge_heightmap[index] = y; //update ridgeheight
@@ -440,7 +449,9 @@ void MapgenV7::addTopNodes() {
 
 		i = vm->m_area.index(x, y, z);
 		for (; y >= node_min.Y; y--) {
-			if (vm->m_data[i].getContent() != CONTENT_AIR)
+			content_t c = vm->m_data[i].getContent();
+			if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
+			//if (vm->m_data[i].getContent() != CONTENT_AIR)
 				break;
 			vm->m_area.add_y(em, i, -1);
 		}
@@ -488,3 +499,26 @@ void MapgenV7::growGrass() {
 			n->setContent(c_dirt_with_grass);
 	}
 }
+
+#include "mapgen_v6.h"
+void MapgenV7::generateCaves(int max_stone_y) {
+	PseudoRandom ps(blockseed + 21343);
+	PseudoRandom ps2(blockseed + 1032);
+
+	int volume_nodes = (node_max.X - node_min.X + 1) *
+					   (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+	float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
+								node_min.X, node_min.Y, seed);
+	
+	u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
+	for (u32 i = 0; i < caves_count; i++) {
+		CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
+		cave.makeCave(node_min, node_max, max_stone_y);
+	}
+	
+	u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+	for (u32 i = 0; i < bruises_count; i++) {
+		CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
+		cave.makeCave(node_min, node_max, max_stone_y);
+	}	
+}
diff --git a/src/mapgen_v7.h b/src/mapgen_v7.h
index 73fa9be03..9a2743f03 100644
--- a/src/mapgen_v7.h
+++ b/src/mapgen_v7.h
@@ -110,6 +110,8 @@ class MapgenV7 : public Mapgen {
 	void testBiomes();
 	void addTopNodes();
 	void growGrass();
+	
+	void generateCaves(int max_stone_y);
 };
 
 struct MapgenFactoryV7 : public MapgenFactory {
-- 
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