y = randint0(floor_ptr->height);
x = randint0(floor_ptr->width);
const auto &grid = floor_ptr->get_grid({ y, x });
- const auto &terrain = terrains_info[grid.feat];
+ const auto &terrain = grid.get_terrain();
if (terrain.flags.has_none_of({ TerrainCharacteristics::MOVE, TerrainCharacteristics::CAN_FLY })) {
continue;
}