diff options
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r-- | src/mapgen.cpp | 1131 |
1 files changed, 799 insertions, 332 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 56f814342..74521d3a1 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -37,8 +37,10 @@ namespace mapgen Some helper functions for the map generator */ -#if 0 -static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) +#if 1 +// Returns Y one under area minimum if not found +static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; @@ -48,7 +50,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d)) + if(ndef->get(n).walkable) break; vmanip.m_area.add_y(em, i, -1); @@ -56,10 +58,12 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; } -static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) +// Returns Y one under area minimum if not found +static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; @@ -69,7 +73,8 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d) + if(ndef->get(n).walkable + // TODO: Cache LEGN values && n.getContent() != LEGN(ndef, "CONTENT_TREE") && n.getContent() != LEGN(ndef, "CONTENT_LEAVES")) break; @@ -79,7 +84,31 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; +} + +// Returns Y one under area minimum if not found +static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) +{ + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + content_t c_stone = LEGN(ndef, "CONTENT_STONE"); + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(n.getContent() == c_stone) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min - 1; } #endif @@ -280,171 +309,6 @@ void make_cactus(VoxelManipulator &vmanip, v3s16 p0, } } -#if 0 -static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode stonenode(LEGN(ndef, "CONTENT_STONE")); - - s16 size = myrand_range(3, 6); - - VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2)); - Buffer<u8> stone_d(stone_a.getVolume()); - for(s32 i=0; i<stone_a.getVolume(); i++) - stone_d[i] = 0; - - // Force stone at bottom to make it usually touch the ground - { - for(s16 z=0; z<=0; z++) - for(s16 y=0; y<=0; y++) - for(s16 x=0; x<=0; x++) - { - stone_d[stone_a.index(v3s16(x,y,z))] = 1; - } - } - - // Generate from perlin noise - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3., - p0.Z*4243+p0.Y*34+p0.X, 2, 0.5); - if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z) - d -= 0.3; - if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y) - d -= 0.3; - if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X) - d -= 0.3; - if(d > 0.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].getContent() != CONTENT_AIR - && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) - continue; - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - -#if 0 -static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode stonenode(LEGN(ndef, "CONTENT_STONE")); - - s16 size = myrand_range(8, 16); - - VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); - Buffer<u8> stone_d(stone_a.getVolume()); - for(s32 i=0; i<stone_a.getVolume(); i++) - stone_d[i] = 0; - - // Force stone at bottom to make it usually touch the ground - { - for(s16 z=0; z<=0; z++) - for(s16 y=0; y<=0; y++) - for(s16 x=0; x<=0; x++) - { - stone_d[stone_a.index(v3s16(x,y,z))] = 1; - } - } - - // Generate from perlin noise - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - double d = 1.0; - d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10., - p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5); - double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2; - double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2; - double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2; - double dz = (double)z-mid_z; - double dx = (double)x-mid_x; - double dy = MYMAX(0, (double)y-mid_y); - double r = sqrt(dz*dz+dx*dx+dy*dy); - d /= (2*r/size)*2 + 0.01; - if(d > 1.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR - && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) - continue;*/ - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - /* Dungeon making routines */ @@ -1036,6 +900,7 @@ static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random, Noise functions. Make sure seed is mangled differently in each one. */ +#if 0 /* Scaling the output of the noise function affects the overdrive of the contour function, which affects the shape of the output considerably. @@ -1136,6 +1001,7 @@ bool is_ground(u64 seed, v3s16 p) double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); return val_is_ground(val1, p, seed); } +#endif // Amount of trees per area in nodes double tree_amount_2d(u64 seed, v2s16 p) @@ -1153,6 +1019,7 @@ double tree_amount_2d(u64 seed, v2s16 p) return 0.04 * (noise-zeroval) / (1.0-zeroval); } +#if 0 double surface_humidity_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( @@ -1166,32 +1033,6 @@ double surface_humidity_2d(u64 seed, v2s16 p) return noise; } -#if 0 -double randomstone_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+3829434, 5, 0.66); - double zeroval = 0.1; - if(noise < zeroval) - return 0; - else - return 0.01 * (noise-zeroval) / (1.0-zeroval); -} -#endif - -double largestone_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+14143242, 5, 0.66); - double zeroval = 0.3; - if(noise < zeroval) - return 0; - else - return 0.005 * (noise-zeroval) / (1.0-zeroval); -} - /* Incrementally find ground level from 3d noise */ @@ -1325,11 +1166,15 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } +#endif +// Required by mapgen.h bool block_is_underground(u64 seed, v3s16 blockpos) { - s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - seed, v2s16(blockpos.X, blockpos.Z)); + /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + seed, v2s16(blockpos.X, blockpos.Z));*/ + // Nah, this is just a heuristic, just return something + s16 minimum_groundlevel = WATER_LEVEL; if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; @@ -1337,7 +1182,6 @@ bool block_is_underground(u64 seed, v3s16 blockpos) return false; } -#if 0 #define AVERAGE_MUD_AMOUNT 4 double base_rock_level_2d(u64 seed, v2s16 p) @@ -1345,20 +1189,20 @@ double base_rock_level_2d(u64 seed, v2s16 p) // The base ground level double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + 20. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+654879876, 6, 0.6); + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+82341, 5, 0.6); /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - (seed>>27)+90340, 6, 0.69); + seed+93413, 6, 0.69); if(base2 > base) base = base2;*/ #if 1 // Higher ground level - double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( + double higher = (double)WATER_LEVEL + 20. + 10. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.69); + seed+85039, 4, 0.6); //higher = 30; // For debugging // Limit higher to at least base @@ -1366,25 +1210,25 @@ double base_rock_level_2d(u64 seed, v2s16 p) higher = base; // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); + double b = 0.85 + 0.5 * noise2d_perlin( + 0.5+(float)p.X/125., 0.5+(float)p.Y/125., + seed-932, 5, 0.7); b = rangelim(b, 0.0, 1000.0); - b = pow(b, 5); - b *= 7; + b = pow(b, 8); + b *= 5; b = rangelim(b, 3.0, 1000.0); //dstream<<"b="<<b<<std::endl; //double b = 20; // Offset to more low - double a_off = -0.2; + double a_off = -0.20; // High/low selector /*double a = 0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed-359, 6, 0.7));*/ + seed+4213, 6, 0.7));*/ double a = (double)0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 5, 0.60)); + seed+4213, 5, 0.69)); // Limit a = rangelim(a, 0.0, 1.0); @@ -1397,13 +1241,17 @@ double base_rock_level_2d(u64 seed, v2s16 p) return h; } +s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +{ + return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT; +} + double get_mud_add_amount(u64 seed, v2s16 p) { - return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( + return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin( 0.5+(float)p.X/200, 0.5+(float)p.Y/200, seed+91013, 3, 0.55)); } -#endif bool get_have_sand(u64 seed, v2s16 p2d) { @@ -1415,6 +1263,8 @@ bool get_have_sand(u64 seed, v2s16 p2d) return (sandnoise > -0.15); } +#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 + void make_block(BlockMakeData *data) { if(data->no_op) @@ -1447,146 +1297,758 @@ void make_block(BlockMakeData *data) v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); ManualMapVoxelManipulator &vmanip = *(data->vmanip); - // Area of center block + // Area of central chunk v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); // Full allocated area v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); + v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); + + const s16 max_spread_amount = MAP_BLOCKSIZE; - int rel_volume = (blockpos_max.X - blockpos_min.X + 1) + int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) * (blockpos_max.Y - blockpos_min.Y + 1) * (blockpos_max.Z - blockpos_max.Z + 1); - // Area of the block we are generating - double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; - - /* - Get average ground level from noise - TODO: These are currently crap because they assume we are - dealing with a single MapBlock only. Fix them. - */ - - s16 approx_groundlevel = (s16)get_sector_average_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl; - - s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2); - - s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - // Minimum amount of ground above the top of the central block - s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; - - s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z), 1); - // Maximum amount of ground above the bottom of the central block - s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; + int volume_nodes = volume_blocks * + MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; + // Generated surface area + //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; + // Horribly wrong heuristic, but better than nothing - bool block_is_underground = (minimum_ground_depth > + bool block_is_underground = (WATER_LEVEL /* local minimum ground level */ > MAP_BLOCKSIZE * (data->blockpos_max.X - data->blockpos_min.X + 1) / 2); /* - If block is deep underground, this is set to true and ground - density noise is not generated, for speed optimization. + Create a block-specific seed */ - bool all_is_ground_except_caves = (minimum_ground_depth > 40); + /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 + + full_node_min.Y*42123 + full_node_min.X*23;*/ /* - Create a block-specific seed + Cache some ground type values for speed */ - u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 - + full_node_min.Y*42123 + full_node_min.X*23; - + +// Creates variables c_name=id and n_name=node +#define CONTENT_VARIABLE(ndef, name)\ + content_t c_##name = ndef->getId(#name);\ + MapNode n_##name(c_##name); + + CONTENT_VARIABLE(ndef, stone); + CONTENT_VARIABLE(ndef, air); + CONTENT_VARIABLE(ndef, water_source); + CONTENT_VARIABLE(ndef, dirt); + CONTENT_VARIABLE(ndef, sand); + CONTENT_VARIABLE(ndef, gravel); + CONTENT_VARIABLE(ndef, clay); + CONTENT_VARIABLE(ndef, lava_source); + CONTENT_VARIABLE(ndef, cobble); + CONTENT_VARIABLE(ndef, mossycobble); + CONTENT_VARIABLE(ndef, dirt_with_grass); + CONTENT_VARIABLE(ndef, junglegrass); + CONTENT_VARIABLE(ndef, stone_with_coal); + CONTENT_VARIABLE(ndef, stone_with_iron); + CONTENT_VARIABLE(ndef, mese); + + // Maximum height of the stone surface and obstacles. + // This is used to guide the cave generation + s16 stone_surface_max_y = 0; + /* - Make some 3D noise + Generate general ground level to full area */ + { +#if 1 + TimeTaker timer1("Generating ground level"); - //NoiseBuffer noisebuf1; - //NoiseBuffer noisebuf2; - NoiseBuffer noisebuf_cave; - NoiseBuffer noisebuf_ground; - NoiseBuffer noisebuf_ground_crumbleness; - NoiseBuffer noisebuf_ground_wetness; + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) { - v3f minpos_f(node_min.X, node_min.Y, node_min.Z); - v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); + // Node position + v2s16 p2d = v2s16(x,z); + + /* + Skip of already generated + */ + /*{ + v3s16 p(p2d.X, node_min.Y, p2d.Y); + if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) + continue; + }*/ + + // Ground height at this point + float surface_y_f = 0.0; - //TimeTaker timer("noisebuf.create"); + // Use perlin noise for ground height + surface_y_f = base_rock_level_2d(data->seed, p2d); + + /*// Experimental stuff + { + float a = highlands_level_2d(data->seed, p2d); + if(a > surface_y_f) + surface_y_f = a; + }*/ + + // Convert to integer + s16 surface_y = (s16)surface_y_f; + + // Log it + if(surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; /* - Cave noise + Fill ground with stone */ -#if 1 - noisebuf_cave.create(get_cave_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - 2, 2, 2); - noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); + for(s16 y=node_min.Y; y<=node_max.Y; y++) + { + if(y <= surface_y) + vmanip.m_data[i] = MapNode(c_stone); + else if(y <= WATER_LEVEL) + vmanip.m_data[i] = MapNode(c_water_source); + else + vmanip.m_data[i] = MapNode(c_air); + + vmanip.m_area.add_y(em, i, 1); + } + } + } #endif + + }//timer1 + + // Limit dirt flow area by 1 because mud is flown into neighbors. + assert(central_area_size.X == central_area_size.Z); + s16 mudflow_minpos = 0-max_spread_amount+1; + s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; + /* + Loop this part, it will make stuff look older and newer nicely + */ + + const u32 age_loops = 2; + for(u32 i_age=0; i_age<age_loops; i_age++) + { // Aging loop + /****************************** + BEGINNING OF AGING LOOP + ******************************/ + +#if 1 + { + // 24ms @cs=8 + //TimeTaker timer1("caves"); + + /* + Make caves (this code is relatively horrible) + */ + u32 caves_count = volume_nodes / 100000 + 1; + u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000; + if(stone_surface_max_y < WATER_LEVEL - 20) + bruises_count = 0; + /*u32 caves_count = 0; + u32 bruises_count = 0;*/ + for(u32 jj=0; jj<caves_count+bruises_count; jj++) + { + s16 min_tunnel_diameter = 2; + s16 max_tunnel_diameter = 5; + u16 tunnel_routepoints = 20; + + v3f main_direction(0,0,0); + + bool bruise_surface = (jj > caves_count); + + if(bruise_surface) + { + min_tunnel_diameter = 5; + max_tunnel_diameter = myrand_range(10, myrand_range(30,50)); + /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); + max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ + + /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, + data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ + + tunnel_routepoints = 5; + } + else + { + } + + // 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 = 5; // Didn't work with max_d = 20 + 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; + + s16 route_y_min = 0; + // Allow half a diameter + 7 over stone surface + s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; + + /*// If caves, don't go through surface too often + if(bruise_surface == false) + route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ + + // Limit maximum to area + route_y_max = rangelim(route_y_max, 0, ar.Y-1); + + if(bruise_surface) + { + /*// Minimum is at y=0 + route_y_min = -of.Y - 0;*/ + // Minimum is at y=max_tunnel_diameter/4 + //route_y_min = -of.Y + max_tunnel_diameter/4; + //s16 min = -of.Y + max_tunnel_diameter/4; + s16 min = -of.Y + 0; + route_y_min = myrand_range(min, min + max_tunnel_diameter); + route_y_min = rangelim(route_y_min, 0, route_y_max); + } + + /*dstream<<"route_y_min = "<<route_y_min + <<", route_y_max = "<<route_y_max<<std::endl;*/ + + s16 route_start_y_min = route_y_min; + s16 route_start_y_max = route_y_max; + + // Start every 4th cave from surface when applicable + bool coming_from_surface = false; + if(node_min.Y <= 0 && node_max.Y >= 0){ + coming_from_surface = (jj % 4 == 0 && bruise_surface == false); + if(coming_from_surface) + route_start_y_min = -of.Y + stone_surface_max_y + 10; + } + + 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)(myrand()%ar.X)+0.5, + (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5, + (float)(myrand()%ar.Z)+0.5 + ); + + MapNode airnode(CONTENT_AIR); + /* - Ground noise + Generate some tunnel starting from orp */ - // Sample length - v3f sl = v3f(4.0, 4.0, 4.0); + for(u16 j=0; j<tunnel_routepoints; j++) + { + if(j%7==0 && bruise_surface == false) + { + main_direction = v3f( + ((float)(myrand()%20)-(float)10)/10, + ((float)(myrand()%20)-(float)10)/30, + ((float)(myrand()%20)-(float)10)/10 + ); + main_direction *= (float)myrand_range(1, 3); + } + + // Randomize size + s16 min_d = min_tunnel_diameter; + s16 max_d = max_tunnel_diameter; + s16 rs = myrand_range(min_d, max_d); + + v3s16 maxlen; + if(bruise_surface) + { + maxlen = v3s16(rs*7,rs*7,rs*7); + } + else + { + maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4); + } + + v3f vec; + + if(coming_from_surface && j < 3) + { + vec = v3f( + (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, + (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y, + (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z + ); + } + else + { + vec = v3f( + (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, + (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, + (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z + ); + } + + 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; + + for(float f=0; f<1.0; f+=1.0/vec.getLength()) + { + v3f fp = orp + vec * f; + v3s16 cp(fp.X, fp.Y, fp.Z); + + s16 d0 = -rs/2; + s16 d1 = d0 + rs - 1; + for(s16 z0=d0; z0<=d1; z0++) + { + //s16 si = rs - MYMAX(0, abs(z0)-rs/4); + s16 si = rs - MYMAX(0, abs(z0)-rs/7); + for(s16 x0=-si; x0<=si-1; x0++) + { + s16 maxabsxz = MYMAX(abs(x0), abs(z0)); + //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4); + s16 si2 = rs - MYMAX(0, maxabsxz-rs/7); + //s16 si2 = rs - abs(x0); + for(s16 y0=-si2; y0<=si2-1; y0++) + { + // Make better floors + if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1) + continue; + + s16 z = cp.Z + z0; + s16 y = cp.Y + y0; + s16 x = cp.X + x0; + v3s16 p(x,y,z); + /*if(isInArea(p, ar) == false) + continue;*/ + // Check only height + if(y < 0 || y >= ar.Y) + continue; + p += of; + + //assert(vmanip.m_area.contains(p)); + if(vmanip.m_area.contains(p) == false) + { + dstream<<"WARNING: "<<__FUNCTION_NAME + <<":"<<__LINE__<<": " + <<"point not in area" + <<std::endl; + continue; + } + + // Just set it to air, it will be changed to + // water afterwards + u32 i = vmanip.m_area.index(p); + vmanip.m_data[i] = airnode; + + if(bruise_surface == false) + { + // Set tunnel flag + vmanip.m_flags[i] |= VMANIP_FLAG_CAVE; + } + } + } + } + } + + orp = rp; + } + + } + + }//timer1 +#endif + +#if 1 + { + // 15ms @cs=8 + TimeTaker timer1("add mud"); + + /* + Add mud to the central chunk + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position in 2d + v2s16 p2d = v2s16(x,z); + // Randomize mud amount + s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; + + // Find ground level + s16 surface_y = find_stone_level(vmanip, p2d, ndef); + // Handle area not found + if(surface_y == vmanip.m_area.MinEdge.Y - 1) + continue; + /* - Density noise + If topmost node is grass, change it to mud. + It might be if it was flown to there from a neighboring + chunk and then converted. */ - if(all_is_ground_except_caves == false) - //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, - noisebuf_ground.create(get_ground_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - + { + u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() == c_dirt_with_grass) + *n = MapNode(c_dirt); + } + /* - Ground property noise + Add mud on ground */ - sl = v3f(2.5, 2.5, 2.5); - noisebuf_ground_crumbleness.create( - get_ground_crumbleness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - noisebuf_ground_wetness.create( - get_ground_wetness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); + { + s16 mudcount = 0; + v3s16 em = vmanip.m_area.getExtent(); + s16 y_start = surface_y+1; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + for(s16 y=y_start; y<=node_max.Y; y++) + { + if(mudcount >= mud_add_amount) + break; + + MapNode &n = vmanip.m_data[i]; + n = MapNode(c_dirt); + mudcount++; + + vmanip.m_area.add_y(em, i, 1); + } + } + } + }//timer1 +#endif + +#if 1 + { + // 340ms @cs=8 + TimeTaker timer1("flow mud"); + /* - Cache some ground type values for speed + Flow mud away from steep edges */ + + // Iterate a few times + for(s16 k=0; k<3; k++) + { -// Creates variables c_name=id and n_name=node -#define CONTENT_VARIABLE(ndef, name)\ - content_t c_##name = ndef->getId(#name);\ - MapNode n_##name(c_##name); + for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++) + for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++) + { + // Invert coordinates every 2nd iteration + if(k%2 == 0) + { + x = mudflow_maxpos - (x-mudflow_minpos); + z = mudflow_maxpos - (z-mudflow_minpos); + } - CONTENT_VARIABLE(ndef, stone); - CONTENT_VARIABLE(ndef, air); - CONTENT_VARIABLE(ndef, water_source); - CONTENT_VARIABLE(ndef, dirt); - CONTENT_VARIABLE(ndef, sand); - CONTENT_VARIABLE(ndef, gravel); - CONTENT_VARIABLE(ndef, clay); - CONTENT_VARIABLE(ndef, lava_source); - CONTENT_VARIABLE(ndef, cobble); - CONTENT_VARIABLE(ndef, mossycobble); - CONTENT_VARIABLE(ndef, dirt_with_grass); - CONTENT_VARIABLE(ndef, junglegrass); - CONTENT_VARIABLE(ndef, stone_with_coal); - CONTENT_VARIABLE(ndef, stone_with_iron); - CONTENT_VARIABLE(ndef, mese); + // Node position in 2d + v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z); + + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + s16 y=node_max.Y; + + for(;; y--) + { + MapNode *n = NULL; + // Find mud + for(; y>=node_min.Y; y--) + { + n = &vmanip.m_data[i]; + //if(content_walkable(n->d)) + // break; + if(n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass) + break; + + vmanip.m_area.add_y(em, i, -1); + } + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if(y < node_min.Y) + break; + + /*// If not mud, do nothing to it + MapNode *n = &vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue;*/ + + /* + Don't flow it if the stuff under it is not mud + */ + { + u32 i2 = i; + vmanip.m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + MapNode *n2 = &vmanip.m_data[i2]; + if(n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) + continue; + } + + // Make it exactly mud + n->setContent(c_dirt); + + /*s16 recurse_count = 0; + mudflow_recurse:*/ + + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Theck that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vmanip.m_area.add_y(em, i3, 1); + if(vmanip.m_area.contains(i3) == true + && ndef->get(vmanip.m_data[i3]).walkable) + { + continue; + } + + // Drop mud on side + + for(u32 di=0; di<4; di++) + { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vmanip.m_area.add_p(em, i2, dirp); + // Fail if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + // Check that under side is air + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + /*// Check that under that is air (need a drop of 2) + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue;*/ + // Loop further down until not air + bool dropped_to_unknown = false; + do{ + vmanip.m_area.add_y(em, i2, -1); + n2 = &vmanip.m_data[i2]; + // if out of known area + if(vmanip.m_area.contains(i2) == false + || n2->getContent() == CONTENT_IGNORE){ + dropped_to_unknown = true; + break; + } + }while(ndef->get(*n2).walkable == false); + // Loop one up so that we're in air + vmanip.m_area.add_y(em, i2, 1); + n2 = &vmanip.m_data[i2]; + + bool old_is_water = (n->getContent() == c_water_source); + // Move mud to new place + if(!dropped_to_unknown) + *n2 = *n; + // Set old place to be air (or water) + if(old_is_water) + *n = MapNode(c_water_source); + else + *n = MapNode(CONTENT_AIR); + + // Done + break; + } + } + } + + } + + }//timer1 +#endif + + } // Aging loop + /*********************** + END OF AGING LOOP + ************************/ + + /* + Add top and bottom side of water to transforming_liquid queue + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool water_found = false; + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + if(water_found == false) + { + if(vmanip.m_data[i].getContent() == c_water_source) + { + v3s16 p = v3s16(p2d.X, y, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = true; + } + } + else + { + // This can be done because water_found can only + // turn to true and end up here after going through + // a single block. + if(vmanip.m_data[i+1].getContent() != c_water_source) + { + v3s16 p = v3s16(p2d.X, y+1, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = false; + } + } + + vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + Grow grass + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position in 2d + v2s16 p2d = v2s16(x,z); + + /* + 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 = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + s16 y; + // Go to ground level + for(y=node_max.Y; y>=full_node_min.Y; y--) + { + MapNode &n = vmanip.m_data[i]; + if(ndef->get(n).param_type != CPT_LIGHT + || ndef->get(n).liquid_type != LIQUID_NONE) + break; + vmanip.m_area.add_y(em, i, -1); + } + if(y >= full_node_min.Y) + surface_y = y; + else + surface_y = full_node_min.Y; + } + + u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() == c_dirt) + n->setContent(c_dirt_with_grass); + } + + /* + Generate some trees + */ + assert(central_area_size.X == central_area_size.Z); + { + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + for(s16 x0=0; x0<div; x0++) + for(s16 z0=0; z0<div; z0++) + { + // Center position of part of division + v2s16 p2d_center( + node_min.X + sidelen/2 + sidelen*x0, + node_min.Z + sidelen/2 + sidelen*z0 + ); + // Minimum edge of part of division + v2s16 p2d_min( + node_min.X + sidelen*x0, + node_min.Z + sidelen*z0 + ); + // Maximum edge of part of division + v2s16 p2d_max( + node_min.X + sidelen + sidelen*x0 - 1, + node_min.Z + sidelen + sidelen*z0 - 1 + ); + // Amount of trees + u32 tree_count = area * tree_amount_2d(data->seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; i<tree_count; i++) + { + s16 x = myrand_range(p2d_min.X, p2d_max.X); + s16 z = myrand_range(p2d_min.Y, p2d_max.Y); + s16 y = find_ground_level(vmanip, v2s16(x,z), ndef); + // Don't make a tree under water level + if(y < WATER_LEVEL) + continue; + // Don't make a tree so high that it doesn't fit + if(y > node_max.Y - 6) + continue; + v3s16 p(x,y,z); + /* + Trees grow only on mud and grass + */ + { + u32 i = vmanip.m_area.index(v3s16(p)); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() != c_dirt + && n->getContent() != c_dirt_with_grass) + continue; + } + p.Y++; + // Make a tree + make_tree(vmanip, p, false, ndef); + } + } + } + +#if 0 /* Make base ground level */ @@ -1622,7 +2084,7 @@ void make_block(BlockMakeData *data) vmanip.m_data[i] = n_stone; } - data->vmanip->m_area.add_y(em, i, 1); + vmanip->m_area.add_y(em, i, 1); } } } @@ -1668,7 +2130,7 @@ void make_block(BlockMakeData *data) } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1688,7 +2150,7 @@ void make_block(BlockMakeData *data) && node_min.Y < approx_groundlevel) { // Dungeon generator doesn't modify places which have this set - data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE + vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open @@ -1708,7 +2170,7 @@ void make_block(BlockMakeData *data) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; else if(vmanip.m_data[i].getContent() == c_water_source) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1749,7 +2211,7 @@ void make_block(BlockMakeData *data) if(wetness > 1.2) vmanip.m_data[i].setContent(c_dirt); }*/ - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1804,7 +2266,7 @@ void make_block(BlockMakeData *data) } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1896,7 +2358,7 @@ void make_block(BlockMakeData *data) else if(current_depth != 0) break; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1921,7 +2383,7 @@ void make_block(BlockMakeData *data) { s16 x = treerandom.range(node_min.X, node_max.X); s16 z = treerandom.range(node_min.Z, node_max.Z); - //s16 y = find_ground_level(data->vmanip, v2s16(x,z)); + //s16 y = find_ground_level(vmanip, v2s16(x,z)); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); // Don't make a tree under water level if(y < WATER_LEVEL) @@ -1937,8 +2399,8 @@ void make_block(BlockMakeData *data) bool found = false; for(; p.Y >= y-6; p.Y--) { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; @@ -1950,8 +2412,8 @@ void make_block(BlockMakeData *data) continue; { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; @@ -2012,8 +2474,8 @@ void make_block(BlockMakeData *data) bool found = false; for(; p.Y >= y-6; p.Y--) { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; if(data->nodedef->get(*n).is_ground_content) { found = true; @@ -2059,15 +2521,15 @@ void make_block(BlockMakeData *data) v3s16 p(x,y,z); // Filter placement /*{ - u32 i = data->vmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one higher p.Y++; // Add it - make_randomstone(data->vmanip, p); + make_randomstone(vmanip, p); } #endif @@ -2094,15 +2556,15 @@ void make_block(BlockMakeData *data) v3s16 p(x,y,z); // Filter placement /*{ - u32 i = data->vmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one lower p.Y--; // Add it - make_largestone(data->vmanip, p); + make_largestone(vmanip, p); } #endif } @@ -2239,6 +2701,7 @@ void make_block(BlockMakeData *data) } } } +#endif /* Calculate lighting @@ -2246,7 +2709,11 @@ void make_block(BlockMakeData *data) { ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG); - VoxelArea a(node_min, node_max); + //VoxelArea a(node_min, node_max); + VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE, + node_max+v3s16(1,0,1)*MAP_BLOCKSIZE); + /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2, + node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/ enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT}; for(int i=0; i<2; i++) { |