diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/cavegen.cpp | 266 | ||||
-rw-r--r-- | src/cavegen.h | 68 | ||||
-rw-r--r-- | src/emerge.cpp | 2 | ||||
-rw-r--r-- | src/hud.cpp | 68 | ||||
-rw-r--r-- | src/hud.h | 6 | ||||
-rw-r--r-- | src/mapgen_indev.cpp | 83 | ||||
-rw-r--r-- | src/mapgen_indev.h | 12 | ||||
-rw-r--r-- | src/mapgen_v6.cpp | 268 | ||||
-rw-r--r-- | src/mapgen_v6.h | 17 | ||||
-rw-r--r-- | src/mapgen_v7.cpp | 115 | ||||
-rw-r--r-- | src/mapgen_v7.h | 3 | ||||
-rw-r--r-- | src/scriptapi_object.cpp | 20 | ||||
-rw-r--r-- | src/server.cpp | 32 |
14 files changed, 563 insertions, 398 deletions
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/hud.cpp b/src/hud.cpp index 349c55add..77cf23173 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -198,7 +198,7 @@ void Hud::drawLuaElements() { font->draw(narrow_to_wide(e->text).c_str(), size + pos, color); break; } case HUD_ELEM_STATBAR: - drawStatbar(pos, e->text, e->number); + drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number); break; case HUD_ELEM_INVENTORY: { InventoryList *inv = inventory->getList(e->text); @@ -212,38 +212,55 @@ void Hud::drawLuaElements() { } -void Hud::drawStatbar(v2s32 upperleftpos, std::string texture, s32 count) { +void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) { + const video::SColor color(255, 255, 255, 255); + const video::SColor colors[] = {color, color, color, color}; + video::ITexture *stat_texture = gamedef->getTextureSource()->getTextureRaw(texture); if (!stat_texture) return; + + core::dimension2di srcd(stat_texture->getOriginalSize()); - v2s32 p = upperleftpos; + v2s32 p = pos; + if (corner & HUD_CORNER_LOWER) + p -= srcd.Height; + + v2s32 steppos; + switch (drawdir) { + case HUD_DIR_RIGHT_LEFT: + steppos = v2s32(-1, 0); + break; + case HUD_DIR_TOP_BOTTOM: + steppos = v2s32(0, 1); + break; + case HUD_DIR_BOTTOM_TOP: + steppos = v2s32(0, -1); + break; + default: + steppos = v2s32(1, 0); + } + steppos.X *= srcd.Width; + steppos.Y *= srcd.Height; + for (s32 i = 0; i < count / 2; i++) { - core::dimension2di srcd(stat_texture->getOriginalSize()); - const video::SColor color(255, 255, 255, 255); - const video::SColor colors[] = {color, color, color, color}; - core::rect<s32> rect(0, 0, srcd.Width, srcd.Height); - rect += p; - driver->draw2DImage(stat_texture, rect, - core::rect<s32>(core::position2d<s32>(0, 0), srcd), - NULL, colors, true); - p += v2s32(srcd.Width, 0); + core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height); + core::rect<s32> dstrect(srcrect); + + dstrect += p; + driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true); + p += steppos; } if (count % 2 == 1) { - core::dimension2di srcd(stat_texture->getOriginalSize()); - const video::SColor color(255, 255, 255, 255); - const video::SColor colors[] = {color, color, color, color}; - core::rect<s32> rect(0, 0, srcd.Width / 2, srcd.Height); - rect += p; - srcd.Width /= 2; - driver->draw2DImage(stat_texture, rect, - core::rect<s32>(core::position2d<s32>(0, 0), srcd), - NULL, colors, true); - p += v2s32(srcd.Width * 2, 0); + core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height); + core::rect<s32> dstrect(srcrect); + + dstrect += p; + driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true); } } @@ -260,14 +277,15 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) { v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2); drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0); - drawStatbar(pos + v2s32(0, -20), "heart.png", halfheartcount); + drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT, + "heart.png", halfheartcount); } void Hud::drawCrosshair() { - driver->draw2DLine(displaycenter - v2s32(10,0), + driver->draw2DLine(displaycenter - v2s32(10, 0), displaycenter + v2s32(10, 0), crosshair_argb); - driver->draw2DLine(displaycenter - v2s32(0,10), + driver->draw2DLine(displaycenter - v2s32(0, 10), displaycenter + v2s32(0, 10), crosshair_argb); } @@ -27,6 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #define HUD_DIR_TOP_BOTTOM 2 #define HUD_DIR_BOTTOM_TOP 3 +#define HUD_CORNER_UPPER 0 +#define HUD_CORNER_LOWER 1 +#define HUD_CORNER_CENTER 2 + class Player; enum HudElementType { @@ -102,7 +106,7 @@ public: void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount, InventoryList *mainlist, u16 selectitem, u16 direction); void drawLuaElements(); - void drawStatbar(v2s32 upperleftpos, std::string texture, s32 count); + void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count); void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem); void resizeHotbar(); 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 @@ public: 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..efcf78672 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" @@ -114,7 +115,23 @@ MapgenV7::~MapgenV7() { int MapgenV7::getGroundLevelAtPoint(v2s16 p) { - return 20; + s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y); + float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed); + float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed); + Biome *b = bmgr->getBiome(heat, humidity, groundlevel); + + s16 y = groundlevel; + if (y > water_level) { + int iters = 1024; // don't even bother iterating more than 1024 times.. + while (iters--) { + float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed); + if (ridgenoise * (float)(y * y) < 15.0) + break; + y--; + } + } + + return y + b->top_depth; } @@ -142,7 +159,7 @@ 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 +180,13 @@ 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(); + generateCaves(stone_surface_max_y); addTopNodes(); - growGrass(); - //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); if (flags & MG_DUNGEONS) { @@ -189,7 +205,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) { calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); - //setLighting(node_min, node_max, 0xFF); + //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, + // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); this->generating = false; } @@ -252,7 +269,7 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { } -float MapgenV7::baseTerrainLevelFromMap(int index) { +float MapgenV7::baseTerrainLevelFromMap(int index) { float terrain_mod = noise_terrain_mod->result[index]; float hselect = noise_height_select->result[index]; float terrain_base = noise_terrain_base->result[index]; @@ -395,10 +412,12 @@ void MapgenV7::addTopNodes() { v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; 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++) { - // First, add top nodes below the ridge + Biome *biome = bmgr->biomes[biomemap[index]]; + + //////////////////// First, add top nodes below the ridge s16 y = ridge_heightmap[index]; // This cutoff is good enough, but not perfect. @@ -408,7 +427,8 @@ 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 (ndef->get(c).walkable) continue; } @@ -417,14 +437,13 @@ 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 (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } - Biome *biome = bmgr->biomes[biomemap[index]]; - - if (y != node_min.Y - 1) { + if (y != node_min.Y - 1 && y >= water_level) { ridge_heightmap[index] = y; //update ridgeheight ntopnodes = biome->top_depth; for (; y <= node_max.Y && ntopnodes; y++) { @@ -432,15 +451,28 @@ void MapgenV7::addTopNodes() { vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } - //heightmap[index] = y; + // If dirt, grow grass on it. + if (vm->m_data[i].getContent() == CONTENT_AIR) { + vm->m_area.add_y(em, i, -1); + if (vm->m_data[i].getContent() == c_dirt) + vm->m_data[i] = MapNode(c_dirt_with_grass); + } } - // Now, add top nodes on top of the ridge + //////////////////// Now, add top nodes on top of the ridge y = heightmap[index]; + 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); + content_t c = vm->m_data[vi].getContent(); + if (ndef->get(c).walkable) + continue; + } 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 (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } @@ -456,35 +488,36 @@ void MapgenV7::addTopNodes() { vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } + // If dirt, grow grass on it. + if (vm->m_data[i].getContent() == CONTENT_AIR) { + vm->m_area.add_y(em, i, -1); + if (vm->m_data[i].getContent() == c_dirt) + vm->m_data[i] = MapNode(c_dirt_with_grass); + } } } } -void MapgenV7::growGrass() { - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++) { - // Find the lowest surface to which enough light ends up to make - // grass grow. Basically just wait until not air and not leaves. - s16 surface_y = 0; - { - v3s16 em = vm->m_area.getExtent(); - u32 i = vm->m_area.index(x, node_max.Y, z); - s16 y; - // Go to ground level - for (y = node_max.Y; y >= node_min.Y; y--) { - MapNode &n = vm->m_data[i]; - if (ndef->get(n).param_type != CPT_LIGHT || - ndef->get(n).liquid_type != LIQUID_NONE) - break; - vm->m_area.add_y(em, i, -1); - } - surface_y = (y >= node_min.Y) ? y : node_min.Y; - } +#include "mapgen_v6.h" +void MapgenV7::generateCaves(int max_stone_y) { + PseudoRandom ps(blockseed + 21343); + PseudoRandom ps2(blockseed + 1032); - u32 i = vm->m_area.index(x, surface_y, z); - MapNode *n = &vm->m_data[i]; - if (n->getContent() == c_dirt && surface_y >= water_level - 20) - n->setContent(c_dirt_with_grass); + 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..3391098ea 100644 --- a/src/mapgen_v7.h +++ b/src/mapgen_v7.h @@ -109,7 +109,8 @@ public: void testBiomes(); void addTopNodes(); - void growGrass(); + + void generateCaves(int max_stone_y); }; struct MapgenFactoryV7 : public MapgenFactory { diff --git a/src/scriptapi_object.cpp b/src/scriptapi_object.cpp index 531bb7a58..9152c9eb3 100644 --- a/src/scriptapi_object.cpp +++ b/src/scriptapi_object.cpp @@ -749,7 +749,7 @@ int ObjectRef::l_hud_add(lua_State *L) elem->text = getstringfield_default(L, 2, "text", ""); elem->number = getintfield_default(L, 2, "number", 0); elem->item = getintfield_default(L, 2, "item", 0); - elem->dir = getintfield_default(L, 2, "dir", 0); + elem->dir = getintfield_default(L, 2, "direction", 0); u32 id = get_server(L)->hudAdd(player, elem); if (id == (u32)-1) { @@ -788,15 +788,17 @@ int ObjectRef::l_hud_change(lua_State *L) if (player == NULL) return 0; - u32 id = -1; - if (!lua_isnil(L, 2)) - id = lua_tonumber(L, 2); - - HudElementStat stat = (HudElementStat)getenumfield(L, 3, "stat", - es_HudElementStat, HUD_STAT_NUMBER); - + u32 id = !lua_isnil(L, 2) ? lua_tonumber(L, 2) : -1; if (id >= player->hud.size()) return 0; + + HudElementStat stat = HUD_STAT_NUMBER; + if (!lua_isnil(L, 3)) { + int statint; + std::string statstr = lua_tostring(L, 3); + stat = string_to_enum(es_HudElementStat, statint, statstr) ? + (HudElementStat)statint : HUD_STAT_NUMBER; + } void *value = NULL; HudElement *e = player->hud[id]; @@ -832,7 +834,7 @@ int ObjectRef::l_hud_change(lua_State *L) e->dir = lua_tonumber(L, 4); value = &e->dir; } - + get_server(L)->hudChange(player, id, stat, value); lua_pushboolean(L, true); diff --git a/src/server.cpp b/src/server.cpp index 241826ba2..7fad623c2 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -4951,36 +4951,28 @@ v3f findSpawnPos(ServerMap &map) { s32 range = 1 + i; // We're going to try to throw the player to this position - v2s16 nodepos2d = v2s16(-range + (myrand()%(range*2)), - -range + (myrand()%(range*2))); - //v2s16 sectorpos = getNodeSectorPos(nodepos2d); - // Get ground height at point (fallbacks to heightmap function) + v2s16 nodepos2d = v2s16( + -range + (myrand() % (range * 2)), + -range + (myrand() % (range * 2))); + + // Get ground height at point s16 groundheight = map.findGroundLevel(nodepos2d); - // Don't go underwater - if(groundheight <= water_level) - { - //infostream<<"-> Underwater"<<std::endl; + if (groundheight <= water_level) // Don't go underwater continue; - } - // Don't go to high places - if(groundheight > water_level + 6) - { - //infostream<<"-> Underwater"<<std::endl; + if (groundheight > water_level + 6) // Don't go to high places continue; - } - nodepos = v3s16(nodepos2d.X, groundheight-2, nodepos2d.Y); + nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y); bool is_good = false; s32 air_count = 0; - for(s32 i=0; i<10; i++){ + for (s32 i = 0; i < 10; i++) { v3s16 blockpos = getNodeBlockPos(nodepos); map.emergeBlock(blockpos, true); - MapNode n = map.getNodeNoEx(nodepos); - if(n.getContent() == CONTENT_AIR){ + content_t c = map.getNodeNoEx(nodepos).getContent(); + if (c == CONTENT_AIR || c == CONTENT_IGNORE) { air_count++; - if(air_count >= 2){ + if (air_count >= 2){ is_good = true; - nodepos.Y -= 1; break; } } |